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Peggy’s Party
Game
Title
Origin
new
existing
legacy workflow
Actor
Description
A discovery-stage idle-management game inspired by Airport Empire. Guests enter Peggy’s party, move through authored routes to capacity-limited activity stations, wait for player interaction, generate rewards, and leave. The player reinvests earnings into stations to improve capacity, processing speed, reward value, and overall party throughput. The current prototype includes Dance, Drink, and Play stations, responsive portrait and landscape layouts, manual action and collection interactions, congestion and waiting behavior, currency, station upgrades, visual milestones, and persistence.
Project context
Parked by Túlio on 2026-10-18 after the latest pparty0061.zip results and his subjective assessment of the game. Development focus returns to Fruits Inc. No further Peggy implementation, build or submission is scheduled; revisit only on explicit user direction. The Multi-Activity Guests and Party Styling experiment (45628a7f-6ba0-41d3-b3f3-649ef48d2177) has a parking decision. Latest stored results: 77.03s mean, 41s median, 160s p90, 8.6% three-minute reach and 68.4% gameplay start, below the intended directional improvement over pparty05. Preserve prior busy-opening, build-first onboarding, separate CrazyGames baseline and Airport Empire reference history. Preserve branch codex/peggys-party and checkpoint 1d29d81 (version 0.06.1 startup fix/screenshots) for a possible revisit. Parking is an allocation decision, not a feature-level causal rejection or permanent abandonment.
Player Promise
Persona
Fantasy
The player is the energetic host and organizer of Peggy’s growing party. They are responsible for welcoming guests, helping them reach the activities they want, keeping the party moving, collecting earnings, and reinvesting those earnings into better entertainment. The fantasy is transforming a small, modest gathering into a lively and efficient party filled with guests dancing, drinking, eating, and playing games. Progress should be visible in the world: stations become more impressive, accommodate more guests, complete activities faster, and generate better rewards. The player should feel like an attentive party host at first—personally starting activities and collecting completed rewards—and gradually become the manager of an increasingly busy social venue. The pleasure comes from seeing individual guests move through the party, identifying bottlenecks, improving stations, and watching the entire event become more animated and productive.
Current validation question
Parked: what new evidence or concrete hypothesis would justify revisiting Peggy’s Party? No active validation work scheduled.
Primary Reference
Reference
Reference thesis
Peggy’s Party should reproduce Airport Empire’s first-airport moving-customer idle loop closely enough to test the formula in the party fantasy: visible guests enter, travel to capacity-limited stations, wait and process, produce manually collected rewards, leave, and create throughput pressure that station upgrades visibly relieve.
Alignment snapshot
The current prototype preserves the reference structure through pre-spawn capacity checks, authored guest movement, station and waiting reservations, manual action and collection, independent station progression, visual/capacity milestones, and a station upgrade popup. Automation and broader infrastructure progression remain deferred.
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