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Animal Crossing Meets Pokemon With Physical Toys. What Core Loops Would You Keep?

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Hey everyone, I'm Jake and my team and I have been working on Sakumon for quite a while now.

I know the attached video leans a little promo, but it's the clearest way to show what the game actually is in about 90 seconds.

Sakumon plays like Animal Crossing meets Pokemon meets Club Penguin. Instead of classic turn based battles, combat is a very simple, pick up and play PVE system that feels closer to a cute MOBA style mini game.

If you are not familiar with toys-to-life, think of things like Webkinz, Skylanders, UBfunkies. Those games meant a lot to me growing up, and it honestly makes me sad that kids today don't really have anything similar. There's something very special about a physical toy you care about showing up inside a game and unlocking a deeper layer of play and collecting.

For a long time I've felt that toys-to-life on mobile could support a really high quality liveops style online world. It's also an interesting business model that doesn't need ads or aggressive micro transactions, which is important to me.

We're trying to build this alongside players, and we have already implemented a bunch of ideas from our small community.

What I would love feedback on:

From your experience with toys-to-life or cozy games or some of the titles i've mentioned:

What mechanics feel most powerful or memorable to you? Is it feeding and raising a pet or mon? The simple, satisfying loops like farming, gardening, decorating, or base building? Or something more personal and subtle that keeps you coming back?

If you have any thoughts on systems, progression, or even potential pitfalls with this kind of design, I would really appreciate hearing them. Happy to answer any questions about how we are building Sakumon too.

submitted by /u/Thin-Pack1799
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