First Impressions and Current Plans for Poppycock


Foreword

Thank you all for your support and for showing enthusiasm about our game's development. It's officially been a week since the page for Poppycock has been up and to our surprise, it was extremely well received. Even in its barely playable state, our game made it all the way up to #27 on the New & Popular page on its first day. Since then, we've had over 200 plays, 700 views, and our game has reached over 6,000 people. For a game in this state, that's pretty good! Seeing interest in the future of our project is just so amazing, and it's motivating all of us on the team to keep working on it. We love comments, and all of your feedback has been great as well. It gives us a good idea of what we need to work on.

What's Next?

  • Reworked versions of the current microgames
  • New sprites/animations
  • New intro animation
  • A defined control scheme, and more clear instructions
  • New microgames
  • Varying difficulties for microgames
  • Music & SFX

At the present moment, we haven't started work on most of the things listed above because we want to polish up what we already have before moving on to new content. To be more specific, here is what we're doing right now

  • Reworking current microgames
    • With the release of GB Studio 3.0, we can now create larger (and better) sprites.
      • No more Poppy walking backward, and the rat won't look as stiff when moving.
      • Animated Wheel for rat microgame.
      • Flowers will get new sprites.
    • Flower catching microgame is going to be a lot more like actual catching.
    • The rat microgame will get a counter to indicate how many times you have to/have pressed the button. How this will be implemented is TBD, but we're working on it.
  • New Intro
    • We already have a few ideas and plans, but we haven't gotten around to spriting them yet. It's definitely going to be shorter than what it already is, and will be more clear.
  • Figuring out what's up with the controls.

It may not seem like a lot right now,  it's about all we can handle at the moment. Game development itself is time-consuming and difficult at times. We're also a bit preoccupied with college applications as well as our classes, so we may not be working on it as frequently as we'd like. 

Afterword

For the time being, we hope that this devlog holds you over until we can come at you with the next. Future updates and devlogs will probably be sporadic and released whenever we get the time and motivation. We're all excited to see how Poppycock grows and changes over time, and we're very glad to see that people are looking forward to it.

On an unrelated note, take care of yourself. Remember to mask up and get vaccinated if you haven't already. The COVID-19 pandemic has really done a number on all of us, both physically and mentally. The more we work together to stop it, the sooner we can all go back to normal.

Until next time,
-Felpies

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