Welcome back to another Patchkins Party devlog.
Last time, we talked about the drawing system and how every round starts with players sketching objects under pressure. If you didn't read it, catch up right here:
Now it is time to talk about what happens after that.
In Patchkin's Party, the map evolves every round through player input, and how you decide to impact the race is in your hands, after the drawing phase:
The race begins, and you go through the obstacles to make it as far as possible.
Objects in Patchkins fall into different categories: Utility, Platforming, and Destruction.
You choose your own playstyle. (The guy writing this says he prefers to wait until the last second before placing an item that will grief a recently placed utility.)
(Look at this darksider, boo him!)
Remember, you only get 1 item, 1 draw per round, use it wisely!
(We all know you're gonna use the boomerang anyway, aren't you?! 😆)
One of the biggest decisions we made was allowing objects to remain on the map between rounds.
I mean, look at this, LOOK AT THIS! 👆
How would you even traverse this?!
This was one of the hardest parts of development.
Chaos is fun. But if the map becomes impossible too quickly, nobody enjoys it.
We spent a lot of time adjusting:
Object placement rules
Round pacing
How much control players have over the map
Which objects create fun problems instead of frustrating ones
We focused on making things fun while stretching the capabilities of the system to its limit.
One of the coolest things about Patchkins is that players naturally create their own stories through the map itself.
And now you can also participate and create some hellscapes for your friends to fall face-first into!
Make some chaos and tell us all about it on our Discord server! Don't forget to Wishlist Patchkins Party!