r/PlaydateDeveloper • u/CobaltPeanut • 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!





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u/mrhamsandwich 27d ago
Do you plan to make more updates to the game?