Thank you everybody for following along and saying sweet things!
Things are coming along well and spirits are high on our end, so hopefully we'll be posting real actual WIPs not mockups very soon, but in the meantime I still actually need to explain the game properly so here I go with my attempt at that:
Penny Drop is a timing based puzzle game (timing is a
huge aspect and I'm going to update the opening post so nobody will ever know I failed to mention it).
It's all about making sure you time your drops perfectly so that the penny is guided through the puzzles and effortlessly glides into the slot at the bottom. The slot will always be moving, hence the inherent need for timing.
For example, in
the gif I posted, the player needs to set up the box to send the penny into the portal, and then release the penny at the right time so that it will exit the portal at the correct moment for it to fall down into the slot as it moves beneath it.
Surrounding that idea are three tenets:
Lives We'll use a system of regenerating lives, with failure to complete a level resulting in the loss of 1 life; completing a level doesn't cost a life.
We don't want the life regen to be punishingly slow and therefore boring (and sometimes annoying) as it can often be, and we're looking to set it up in a way that doesn't make it feel like you get one play session then you're done for the day, rather you're able to regularly return to a fully stocked life counter after draining all your lives then taking a break. Things should feel fair not punitive.
Pennies(just sorta thrown together for the sake of this post please forgive the animation) For each level played, the player will have 3 chances at success. That is, they will have a set of 3 pennies to drop.
If players complete the level with the first penny, they'll receive a top score and their level indicator in the menu will change to show a gold penny.
Completing the level with the second penny (maybe dropping the first to get a feel for the level, then more confidently dropping the second) will do the same but with silver. A completion with the third penny results in bronze.
Messing up and not getting any of your three pennies into the slot is no good, and you'll fail to complete the level and lose the life you're on.
The Timer(15sec is a totally made up number for the sake of the mockup) There'll be an in-game timer that ticks down to zero. Whether this countdown begins on the first interaction with the level, first drop of a penny or just as the level is loaded up is TBC. But we've gone with the timer to add an urgency to play. Not completing a level within the countdown will result in the loss of a life.
However, we'll need to account for things like it maybe ending up being necessary to wait a short time for everything to line up for you once you've figured the level out and are ready to drop, so this is a value that will need to be monitored and tweaked heavily so it's not unfair or just silly.
The time limit is likely to be unique to each level, as some will just need to be longer due to the penny maybe being in transit more, the need to wait for things to line up, levels being innately more difficult to solve etc.
So all in all the game is tied to dropping pennies into a moving coin-slot under these ties:
Lives, Pennies and
Time.I'm hoping that this, combined with all the gifs and things are enough to have painted a good idea of the game, so we can go ahead and cover the mechanics that'll feed into this framework.
If not and there are things that remain unclear or whatever else then please, please,
please ask away.
------------------------------------------------------------------------------------------------------
On an unrelated note and just because I think it turned out pretty neat, here's a little design I put together for a mechanic we're calling the phasebox (it shifts between being unpassable (
a) and passable (
b)), that'll be introduced during a ghoulish and ghostly zone:
Looks like a small, managable, Peggle-like game that you can keep in scope nicely. As you say, it's achievable! And it's already looking quite polished. I have to say that neither "Penny Drop" and "A Game About Dropping Pennies" sound terribly interesting, my hopes weren't terribly high when I clicked through to the devlog given that title. Of all the many objects (or animals) that could be getting dropped into something else, why pennies?
Indeed I have! But I'm sure you see my point that a game wherein you drop literal pennies doesn't sound terribly exciting. It certainly looks excellent so far, I had just wondered whether you had considered any other themes for the mechanic that might more readily arrest people's attention?
Thanks a ton for all the kind words! I appreciate the questions.
Maybe it's something like the result of being blinded by viewing it from the inside, but I hadn't really considered the concept might be so bland as to actually be off putting.
I suppose it's not so much a lack of consideration toward widening the search to find an idea that's more grandiose or appealing out of the gate, but instead it is the sort of uninteresting nature of the idea that is kind of
the appeal to me. I thought while it's this mundane thing, as I pushed the idea to see if it was worth pursuing I saw what I believe is room for depth, and that's been an interesting process.
Similar to the game itself in terms of up-front simplicity belying depth (hopefully), I believe that Penny Drop, centred around pennies, can have a personality and I'm actually enjoying piecing that personality together too much to want to change it to something else.
I hope that at least kind of explains what we're going for here, and fingers and toes crossed that your worries melt away with each update.