We’re coming down to the final hours here. Let’s wrap up.
When we began this project, the only idea we had in mind was that the Looking Glass looked awfully like an aquarium. Thus began our harrowing journey to bring the Peppo to life. It went through several iterations — from a beat-em-up pet simulator à la Pocket God, to “basically Webkinz” — before we settled on having a knit toy pet in a world based in your junk drawer. Since then, we’ve just been making new minigames and adding new features, trying to make the world of Peppo. Here’s what we’ve done:
Peppo: A Summary
You begin with your Peppo in your beautiful home, in a beautiful (if slightly weird neighborhood) that includes all the possible minigames you can play. The Peppo begins fairly basically — it’s pink, it has all the average stats that you can expect a Tamagotchi to have like hunger, cleanliness, and exhaustion — but you can level up both your pet and your home by making money and purchasing new items (specifically, hats and furniture).
The most straightforward way to make money is by farming Cheerios, which you can farm (hah, get it) endlessly for quick and easy cash. You can also have fun by performing at the concert hall or gambling at the casino, and there’s a number of more basic minigames that let you interact with your pet (i.e. you can go to the park to play with the Peppo, or catch bubbles to clean it). With your newfound money, you can buy new furniture to build and new hats to give your Peppo, of which there are increasingly expensive tiers.
We imagine Peppo as a cozy game; there’s no monsters or competition, no levelling up in the traditional sense. Your motivation for the game is simply collecting all the hats, gussying up your house, and having fun with your pet. If we had more time, we’d love to have even more customization possibilities and to have polished the metagame world a little more to get our narrative across more strongly.
But in the end, we love our Peppo. We hope you do too. :0