FestlyARCADE / IDEAS

UNRANKED PROPOSAL · v0.4

Show Merge Working title

Create your rave.

Build a rave from light, lasers and video; merge the rig, shape the atmosphere and keep favorite nights with the Festly cast in the world.

Design only. Naming remains open: Show Merge is an internal working title. No playable build, start date or release position. Estimates are excluded from committed totals.

THE PROPOSED GAME

Build a look. Run a set. Keep a favorite.

Merge equipment at the workbench, then shape your warehouse rave. You own the rig, creative choices and progress. Choose a saved Auto Show or cue it yourself. The same show earns the same rewards in either mode, including with sound muted or reduced effects.

  1. 01Choose a small creative goal
  2. 02Merge matching equipment
  3. 03Arrange and preview the rig
  4. 04Run Auto Show or cue it yourself
  5. 05Settle once; save a favorite
  6. 06Leave with your progress saved

Workbench

Two unequipped items of the same family and tier become one item of the next tier in one inventory cell. Different installed families combine as a show without being consumed.

Each item occupies one cell of a 4×4 board. Invalid or cancelled moves change nothing. Characters are never merge ingredients.

Stage & power

Install owned lights, lasers and video in compatible slots. Preview a small, visible power budget. Swaps are atomic; an item cannot be in two places.

A non-sellable starter rig and recovery shelf keep a basic show available at zero coins. Starter gear cannot satisfy ownership missions.

Save & recovery

A show freezes its rig, look, mission and rules revision. Reward, wallet and mission changes settle together once per show. Reloads, duplicate tabs and repeated results must not duplicate earnings.

Undo ends at an economic transaction. Abandoning a show gives no payout and loses no purchased gear.

YOUR PLACE IN THE WORLD

Your rig. Your show. Your progress.

The player designs and operates the rave directly. Stikman can offer a short tip from workshop help; no named cast member is a mandatory player identity. Active play keeps the stage, HUD, controls and Pause/Exit clear of persistent guide dialogue.

Your own avatar may appear at the controls later. Avatar editing and profile integration are separate, unestimated proposals. Changing appearance must preserve the player’s gear, coins, missions and album; canonical cast IDs never own the player’s progress.

NINE FAMILIAR CHARACTERS

The whole crew belongs here.

You run the show. Froggy stays the star mascot, and all nine canonical characters participate in the world. Stikman’s guidance is optional and dismissible; skipping it never blocks progress or rewards. Approved static or cel appearances are proposed for the MVP, without nine newly animated avatars.

Stikman

Supporting world character; brief, optional workshop guidance when requested.

Reference: floorbreakers-0.6.9

Froggy

Star mascot, welcoming fans and celebrating each room.

Reference: floorbreakers-0.6.9

Nosay

DJ at the raised booth and rotating set participant.

Reference: floorbreakers-0.6.9

Disko Klown

Dance-floor personality and colorful-look collaborator.

Reference: floorbreakers-0.6.9

Tinkfu

DJ and creative-brief collaborator.

Reference: floorbreakers-0.6.9

Mr. WildFire

Set participant and bold-visual collaborator.

Reference: floorbreakers-0.6.9

Longshot

Robot stage technician beside the rig.

Reference: floorbreakers-0.6.13

Mellowseedz

Live visual artist with palette and brush.

Reference: floorbreakers-0.6.13

Ray Ray

House grooves and the dance circle.

Reference: floorbreakers-0.6.13

These are proposed game roles, not recording credits or claims about real people’s work. Keep Stikman’s approved identity and Froggy’s golden Colorado River toad markings and raised texture. New concept poses require review; this page does not assign or approve character files.

FIRST CHAPTER · THE EMPTY ROOM

Eight small accomplishments.

The MVP proposes eight missions. The full first game adds rooftop and desert chapters for 24 missions total. Definitions and rewards are design material; the evaluator and solution fixtures are not implemented.

01

A Little Brighter

Make one legal light merge to tier 2 or above.

Discover the twin wash and rig placement.

02

Everything Has a Place

Install light, laser and video within the room’s power budget.

Unlock preview and the starter show preset.

03

First Applause

Finish and settle one Auto or manual show.

Open the show album and gentle look.

04

Your Signature

Save a valid look with a changed parameter.

Keep a named preset and album marker.

05

Warm Welcome

Finish a show with warm wash and horizon video tags.

Add warm-room decor.

06

Quiet Power

Meet the gentle brief within its power budget; Auto qualifies.

Discover a slow sweep pattern.

07

Room for Friends

Serve 90 attendees across unique settled shows.

Add seating and a venue story beat.

08

Opening Night

Finish the chapter with quality 70 or above; a free preset must meet it.

Keep the warehouse chapter stamp and replay choices.

No mission requires daily attendance, sound on, reduced motion off, a purchase or manual play. The MVP finale offers replay, not a button to an unbuilt venue.

Mission integrity and later chapters
  • Every active mission has available content and a demonstrated legal solution
  • Original-gear starter fallback is excluded from ownership/discovery missions
  • Same Auto/manual show satisfies same predicates
  • Unique show and mission instance IDs settle once
  • No payment, daily attendance, sound-on or effects-on requirement
  • Mission migration preserves earned unlocks

Later chapter ideas include skyline staging, warm/cool contrasts, a saved rooftop favorite, sunset palettes, geometric skies and a three-look set. Their completion predicates still need authoring and validation.

ECONOMY EXPERIMENT

Equal shows, equal rewards.

One spendable currency: fictional show coins. Quality combines coverage (40%), brief fit (30%) and phrase completion (30%). Auto can satisfy every phrase; precision tapping adds no economic multiplier.

Manual cues

54 coins

30 attendees · quality 80/100

Auto Show

54 coins

30 attendees · quality 80/100

Example wallet: 40 starting + 54 show income − 20 equipment purchase = 74 coins. These are design arithmetic, not measured balance.

Idle settlement and long-term play

Experiment with 6 coins per eligible hour, capped at 24 hours: at most 144 on return. Never pay idle income during active foreground play or a paused foreground show. Store one interval and settle it once; clock rollback pays nothing and large forward changes are capped.

A finite five-tier gear ladder cannot promise months of play. Proposed longevity comes from three venue chapters, favorite looks, a local album, feasible optional commissions and retained theme packs. No streak loss, absence penalty, mandatory prestige wipe or expiring reward track.

Cloud saves, public sharing and music-portal onboarding require later scope. Enjoyment and voluntary return matter more than simply extending sessions.

UNCOMMITTED DEVELOPMENT ENVELOPE

Prove the loop before expanding.

Mission MVP

14–22 days

One warehouse · eight missions

Full first game

44–70 days

Includes MVP · three venues

Developer working days, provisional. Complexity 4/5. No release date, sprint allocation or committed-total contribution.

  1. P0 · Prove pleasant loop2–3 additional days
  2. P1 · One complete rave with approved cast6–9 additional days
  3. P2 · Mission-based MVP6–10 additional days
  4. P3 · Reusable long-term systems12–20 additional days
  5. P4 · Three-venue content8–13 additional days
  6. P5 · Public-release hardening10–15 additional days

One experienced developer, part-time art/audio, available shared systems. New cast poses and service/approval/device wait time additional. Re-estimate after P0. Not additive to v0.1 baseline.

Scope and estimate history

MVP

One warehouse rave owned and operated by the player; all nine canonical cast appearances; optional workshop guidance; 4x4 workbench; 3 families x 3 tiers; 3 stage slots; Auto/manual show parity; 8 missions; local album/save, recovery and bounded idle settlement. Player avatar editor/profile integration later and separately estimated.

Full first game

Three fictional rave venues, 24 authored missions, 5 tiers per family, 6 looks, feasible commissions, personal album, accessible controls and release checks. Includes MVP. No cloud, UGC sharing or portal onboarding committed.

v0.1 estimated 10–16 MVP days and 30–50 full days. Those ranges are historical, superseded by mission/recovery/content scope; do not add them to v0.2.

After launch, one retained theme pack could take 6–10 developer days plus art/audio. A compatible music/artist-portal slice could take 15–25 additional days after the shared APIs and rights records exist. Neither is part of the launch commitment.

BEFORE A KICKOFF

Review the rules, cast and phone experience.

Phone & controls

Separate workbench and live-show views; entire stage, safe areas, touch or tap-select/tap-target, keyboard and accessible Pause; immediate gesture fullscreen request, harmless refusal, input cleanup, interruption pause and explicit Resume; per-game manifest/icons/install help.

During a show: stage, small HUD, three cue pads and Pause/Exit. Installation help, display settings and music links stay on title/pause/results.

Sound & visuals

Original/local electronic rave loop with build/drop/outro cues; music, effects and crowd levels; equal rewards muted; later authorized master music/artist portal integration.

Use bounded layered effects, a representative crowd and capped character reactions. No rapid flashing. Keep cues readable when muted or using reduced effects.

Proof before scale

Paper-play two sessions, check legal inventory ownership and Auto/manual parity, demonstrate affordable mission solutions, and test recovery after interruption. Re-estimate after the first loop and phone-rendering experiment.

Physical iPhone/Android, native safe areas, installation and listening remain required before release. No runtime verification is claimed for this proposal.

Historical concept artwork · superseded compositions

The v0.1 anonymous equipment studies and v2 Stikman-centered cast composition are historical. The oversized Stikman and runs-the-rave title do not represent the current player-led direction. No replacement image or final name is approved. These are mood studies, not character assets or implemented screenshots; merge results still occupy one inventory cell.

Historical equipment concept study
Historical v0.1 equipment study — anonymous cast superseded
Historical equipment concept study
Historical v0.1 equipment study — anonymous cast superseded
Historical cast rave concept with superseded Stikman-centered composition
Historical v2 cast composition — oversized Stikman and title superseded