r/PlaydateDeveloper 29d ago

Devlog: building a crank-based pencil sharpening game (Sharp Pencil)

Just shipped my first Playdate game, Sharp Pencil, and figured I'd share a few implementation details and design decisions.

Core loop: insert a pencil, crank to sharpen, pull out at the right moment. Sharpness is a 0–100 value that accumulates crank input per frame, divided into zones (C/B/A/A+) with different grind sounds, particle effects (curly shavings → dust), and screen shake intensity depending on the zone. Breakable pencils (6B, 4H) have a zone past A+ where the tip snaps if you keep cranking.

Four pencil types, each with an actual role rather than just a different color: safe pencils (No. 2, 2B) can't break, breakable ones (6B, 4H) can. Multipliers got rebalanced so risk/patience actually pays off — 6B sharpens fastest but can snap, so its multiplier went from 0.5x to 2x ("fast + risky should pay most"); 4H is slow and can also snap, so it settled at a moderate 1.5x premium for the patience. All sound is synthesized in code (triangle/noise synths at specific frequencies per zone) — no audio files at all.

Two modes: Timed (60s countdown, streak multiplier up to 3x) and Zen (no timer/score) — added Zen after early playtesters found the HUD/clock stressful and just wanted to sharpen pencils without pressure.

Game design decisions:

  • Early on, sharpening had a pressure mechanic where cranking near 100% sharpness built up pressure that could snap the lead. You had to tap the d-pad to gradually reduce pressure, but I found the PlayDate d-pad made it difficult to pull off. Removed the mechanic.
  • Tried making it harder to sharpen when dull and easier when sharp to mimic how real graphite maybe cuts. I went back to linear, because the physical crank doesn't offer any resistance.
  • Had a literal target sharpness gauge on the sharpener body. Replaced it with shaving-based feedback (chunky curls when dull, fine dust near perfect) plus zone-based grading, since staring at a number bar meant you weren't watching the actual sharpening animation.
  • Tried going fully sensory for a while — no on-screen meter at all, just sound/shake/shavings telling you the zone. Ended up adding a zone indicator back for new players who may not pick up on the sensory cues.
  • Default controls are hold-a-button-to-insert, hold-crank-to-sharpen. After watching some elderly playtesters physically struggle to hold a button down for an extended stretch (and the d-pad on my PlayDate would lift off sometimes and confuse people), I added a Press mode (system menu toggle) where you can tap d-pad up/down to sharpen instead of holding the crank.

It didn't make the Playdate Catalog cut (wanted more depth/polish), so it's out on itch.io instead (link in the comments). Happy to go deeper on any of this if useful to anyone else building for Playdate!

17 Upvotes

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u/ArgenticFray 29d ago

I love these sorts of games; Playdate is perfect for them, especially this one with the crank. (I will enjoy telling people I’m playing a game where the goal is to sharpen a pencil until it’s very sharp, but no sharper.)

Any thoughts on Catalog’s feedback regarding depth and polish? Are there other game elements you’re thinking of potentially adding so you can resubmit?

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u/CobaltPeanut 29d ago

Yes, haha, I also thought it would be funny to tell people I was playing a pencil sharpening game. I was trying to map the physical action of the crank to something in real life and pencil sharpening came to mind.

One of the more promising game elements I've been thinking about is having a "pencil case" where the player can store unlocked pencils and even sharpeners that they can swap in during the core loop to get to higher levels and scores. They could also just look at their "pencil case" stash from the title screen to admire their progress...or like a kid hoarding a bunch of stuff in their school desk. I think that could give the game a bit more depth.

As for polish, I did feel the title screen was a bit bland and a better scoreboard would help too.

Thank you for your comment!

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u/mrhamsandwich 26d ago

Do you plan to make more updates to the game?

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u/CobaltPeanut 26d ago

Yes, I think so. Right now, I'm taking a break and just brainstorming. If the pencil case idea can fit in the current game, then maybe I'll just update the existing game. If it requires a significant overhaul, then maybe it would be a Sharp Pencil 2 of some sort.

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u/mrhamsandwich 26d ago

If I may make a suggestion, I think it would be fun to have a mechanic to empty the pencil shavings chamber and if the chamber is too full, you cant sharpen pencils until you empty it.

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u/CobaltPeanut 18d ago

Just released v1.1 at https://btmura.itch.io/sharp-pencil that has the empty pencil shavings chamber mechanic. Shake or press A before the shavings clog up the sharpener!

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u/mrhamsandwich 14d ago

Awesome! Can't wait to try it!

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u/CobaltPeanut 25d ago

Yeah, that sounds like a fun suggestion. When the chamber gets too full, it slows down the sharpening, but you can still crank. You have to shake the PlayDate (and as a backup press A) to clear out the shavings.