1. Don't Stop, Girlypop!
  2. News

Don't Stop, Girlypop! News

Don’t Stop, Girlypop! is in Frosty Mini

[h3]We’re excited to announce that Don’t Stop, Girlypop! has been selected to feature in Frosty Mini!!![/h3]



Frosty Games puts the spotlight on the coolest video games made in Australia and Aotearoa New Zealand, highlighting upcoming and recently-released titles. The digital showcases are organised by ANZ games professionals Amy Potter-Jarman, Kieron Verbrugge, Lucy Mutimer, Pritika Sachdev, and Ted Darling.

So why is Don’t Stop, Girlypop! included in the event?

Funny Fintan Softworks, the developer team behind Don’t Stop, Girlypop!, is based in Perth in Western Australia, so we always want to champion the growing indie dev scene in Australia and Aotearoa New Zealand!!!

You can watch the showcase live on the Frosty Games Fest YouTube channel or Twitch channel at 8am AEDT on 10th December / 1pm PT on 9th December.

https://store.steampowered.com/app/2610650/Dont_Stop_Girlypop/

[h3]Click the buttons below to join our Discord and follow us on social media for the latest updates ❤[/h3]




Don’t Stop, Girlypop! is Launching on January 29th!

[h3]The day you’ve all been waiting for is nearly here, girlypops!!!

Don’t Stop, Girlypop! will officially be launching on…

🩷 January 29th 🩷

We revealed our release date in this exclusive new trailer with IGN 👇[/h3]

[previewyoutube][/previewyoutube]

[h3]On top of that, we released Volume 1 of the Don’t Stop, Girlypop! soundtrack! We’d really appreciate it if you could show some love to our amazing composers Sarah Wolfe, Xavier Dunn, and Candice Susnjar and check out the soundtrack by following the links below:[/h3]


[h2]👉On Spotify👈

👉On YouTube👈

👉On Apple Music👈

👉On Amazon Music👈

👉On TIDAL👈[/h2]

Don’t Stop, Girlypop! is a Y2K arena movement shooter where standing still is not an option! You’ll take on the role of Imber, a half-faerie half-something native of the planet Xyzanthynum. Their planet is being drained of The Love, a vital natural resource keeping the planet alive, by an evil mining company called Tigris Nix. Not cute :’(

You’ll need to take on their nasty Ormyk drones with firepower, fashion, and the power of love. The faster you move, the more damage you deal and the more you heal! Go with the ★~flow~★ with the unique wave-hopping mechanic, a combination of a classic bunny hop with a modern slam, dash, and double jump that lets you maximise your speed and precision. Become a Y2Killer with an arsenal of guns that each have alt-fires which combine symbiotically with each other.

You better be really ready this time girlypops, because this sh❤t is about to get SUPER serious!!!!!

You might want to get some last minute practice in by playing the Don’t Stop, Girlypop! demo before our official launch next year
https://store.steampowered.com/app/2610650/Dont_Stop_Girlypop/

[h3]Click the buttons below to join our Discord and follow us on social media for the latest updates ❤[/h3]

Dev Storytime #6: The Dress-Up Game!

[h3]Guns are great and all, but wouldn’t they be better if you could cover them in rhinestones and toy sharks? 🦈[/h3]

It’s Jane, the lead developer at Funny Fintan Softworks, and it’s time for our November…

✨Dev Storytime✨

Today, I’m going to be talking about the inspiration behind one of our game’s most unique features: the arm and gun dress-up game!



So you’re probably all wondering, where did the idea for the dress-up game originally come from?

At least, I hope you’re all wondering that, because I’m about to tell you!

In 2024, I went to GDC and there was this retro games exhibit on the floor. They had Bratz: Rock Angelz there in a collection about shovelware. Rude, right? I played it for the first time and absolutely loved it. I spent ages messing around and customizing my character. I thought it was just so much fun.

When I got home, I prototyped the dress-up game! I was only able to prototype it at the time because of the crazy bad model for the hands that I had made when I was 16/17 years old and which had 14 material slots instead of just being the normal 1 material slot. This allowed me to switch materials out onto the different slots and made prototyping very easy. It now uses vertex colours instead of 14 materials, so it’s a lot more optimised. This isn’t currently in the demo, but will be updated in the full game.



The original idea was just to allow players to dress-up their arms, but then I had the idea for gun ornaments later on. When we first designed the gun dress-up game, there were 5 slots on the gun where set ornaments would automatically get added on to. For example, the Butterflies ornament added only butterflies to 5 specific slots on the gun and that was it. The UI was also only in 2D, but I wanted to upgrade it to 3D to be stylistically in-line with the rest of our UI and to have that retro 2000s Xbox menu vibe. We overhauled the gun dress-up later this year to make it fully 3D and to add the ability to put whichever ornaments wherever you wanted to on the gun.



This overhaul though took a lot of work! The transforms and location rotation on the guns is really complicated. Finding a mesh spot to put it on and making sure it doesn’t clip into itself was very challenging. Making an optimised system and moving to vertex colours was difficult too. The system is still not perfect, but we’re getting there.

I’m really proud though that we made the design to move to 3D UI, because I really like how it looks. I wanted to go for a Barbie Fashion Designer in 2025 vibe and I think we succeeded. I also like the fact that you can put ornaments wherever you want now because it’s so stupid and fun.

In our last dev storytime about the guns of girlypop, you may remember I mentioned about how the guns actually expand and add more barrels the faster you go, as a visual cue to let you know that you’re doing more damage. This created a huge challenge when it came to the gun dress-up game! The ornaments now appear depending on where you put them on the gun. Some appear immediately, but some only appear as the gun evolves. It was really hard to make it work, but the final product looks really cool.



When I’m playing, my favourite fabric to use on the arms is definitely the leopard print. It just screams Y2K. In terms of the gun ornaments, I know you’ve probably seen a lot of footage where I’m adding the shark to the Magic Wand, so you may be surprised to hear that my favourite is actually the rhinestones. I don’t know what it is, but I just love rhinestoning my guns.



[h3]Thank you so much for taking the time to read this month’s dev diary and I hope you all enjoyed it!!!

What topic would you like me to talk about in next month’s dev diary?

Let me know in the comments![/h3]

https://store.steampowered.com/app/2610650/Dont_Stop_Girlypop/

[h3]Click the button below to join our Discord and use the buttons at the bottom of the announcement to follow us on social media ❤[/h3]

Dev Storytime #5: The Weapons of Girlypop

[h3]Defeat your enemies with the power of *~LOVE~*

Firepower, that is!!![/h3]

It’s Jane, the lead developer at Funny Fintan Softworks, and it’s time for our October…

✨Dev Storytime✨

Today, I’m going to be talking about all of the wonderful weapons in Don’t Stop, Girlypop! and how we went about making them.



To start with, let’s talk about how we decided which weapons we wanted to include in the game and how we wanted them to work.

While I wanted Don’t Stop, Girlypop! to be stylistically different from other first-person shooters, I wanted to make sure that the archetypal guns of the genre were still represented and were as impactful as possible. The Magic Wand, for example, was inspired by the Gravity Gun archetype that’s present in shooters like Half Life 2. I used to spend a lot of time in Half Life 2 Deathmatch and Gary’s Mod just like flinging toilets and bits of wall at people using the Gravity Gun and I thought it was just so much fun, so I had to include something like it in Don’t Stop, Girlypop!

In terms of its base fire, the Bubblegun follows the machine gun archetype, but its base fire was actually inspired by It Takes Two! There’s a level in that game where one player has this waxy stuff that they can shoot out and the other player has a match stick, so one player sets up all of the wax and the other player detonates it. I realised you could combine both of these functions into one awesome gun, so the alt-fire creates sticky bubble grenades and the base fire can explode them for you.



The Nailgun is a classic archetype that I knew we needed to have in the game, because sticking an enemy to a wall is really fun. It shows up in a lot of first-person shooters, like recently in DOOM: The Dark Ages.

Similarly, I knew we couldn’t make a first-person shooter without a Shotgun. I wanted the Shotgun’s alt-fire to be a little different though, since so many FPS games go down the route of having a shotgun alt-fire that’s just a more powerful single shot, which can be useful but a bit boring. I kept thinking about the coin from ULTRAKILL and asked myself, what would be the next step up from the coin? How about a turret that shoots a lot of shots but doesn’t always hit the target? I felt like it needed to be more chaotic than the coin, so that’s how we ended up with the alt-fire being an unstable ball of portals that replicates whatever you shoot into it in a bunch of different directions.

The Railgun is another classic archetype that I knew we had to include. It’s just really satisfying to have something that does a sh❤t load of damage, but you have to wait a really long time to reload.

There is one more weapon in the game that I won’t mention here because we haven’t revealed what that is yet. No spoilers, girlypops!



When it came to the designs for the guns, we actually started out with the designs for 3 of them back when I started development almost 4 years ago! All of the guns were very different looking back then though. For example, the Railgun used to have all of these weird chemicals going into it and it had this mad scientist vibe. I decided I wanted to make the designs more unified, but that created another design problem because they ended up all being the same colour!

When I went to GDC in 2024, I met with Chris Murphy, who’s really well known online for his Unreal tutorial videos and is an expert in Unreal Engine. After playing through the demo we had for Don’t Stop, Girlypop! at the time, he mentioned that he couldn’t tell the difference between the guns at a glance. I mentioned about how we’d made sure the silhouettes of each gun were different, but he said that people generally don’t perceive shape in their peripheral vision, you mainly perceive colour. This completely changed the way that I approached gun design.

With FPS games generally, you work on silhouettes for things like enemies, items, etc., but you can’t rely on that with guns. You need that light colour change that registers in the player’s peripheral vision, because players aren’t staring at the bottom right corner of the screen where the gun is and getting a full view of the silhouette, they’re staring at the cross-hair. This obviously isn’t a concrete rule, but more of a design philosophy that Chris shared with me and that I decided to incorporate into Don’t Stop, Girlypop! This is the reason why none of the guns are the same colour and why you can’t apply the same colour to different guns in the dress-up game.

During that same chat with Chris, he also brought up the issue of having the damage multiplier being represented by a number onscreen. In that original build, your speed and damage multiplier were only shown through the numbers in the top right hand corner of the screen. He said that, as a game designer, he could tell he was doing more damage as he was moving faster, but the average player probably wouldn’t be able to. All the player can see is a number going up, so it doesn’t feel real or impactful. You need to add some visual cue to give a sense that you’re doing more damage, so that’s where I got the idea of adding more barrels to the gun as the player starts going faster. This added a lot more tactility to the movement and damage mechanic.



Alongside these design challenges, there were certain weapons that presented technical challenges that we had to overcome. In particular, the Magic Wand, you can tell it was definitely an art person decision and not a programmer decision! From a technical and mechanical perspective, it works completely differently from all of the other weapons. It doesn’t reload and it doesn’t have ammo. We had to create an entirely new physics system within the game and then put props throughout all of the levels so you always had things to throw at enemies. After testing out the prototype, I found it so much fun that I knew we had to add it! Altogether, the system took about a month to create, but I think it was worth it.

The Bubblegun was another challenging one. Creating the geometry for the sticky bubbles and having that geometry mould together was very complicated. I’ll admit, this was another crazy art request from me, which has made our programmer’s life much harder! Most of our creative process is me walking in naively thinking about how cool an idea will be while our programmer has to do all of the heavy lifting to make it a reality.

Another fun weapon-related fact is that the filigree VFX effect you see around the screen when you wave-hop was originally made for the Magic Wand. You still see a bit of them when you use the Magic Wand as well. I love this effect and it’s so beautiful, but it wasn’t easy to make at all. It took a lot longer than you might expect!



When it comes to my experience of the game, I don’t want to choose favourites because I love all of the weapons, but I have to admit that I find it really satisfying using the Magic Wand to whack enemies with crates and watch them explode. It just has so much oomph! My favourite alt-fires are probably the Shotgun Portal Ball or the Bubblegun’s Bubbles. The Portal Ball is cool because of all of the combinations and interactions you can have with it, while the Bubbles just feel super impactful! We actually tuned them down for the demo and we might have tuned them down too far, so we’ll be looking at balancing that in the final game.

My favourite combination though has to be the Shotgun alt-fire plus the Railgun because it is absolutely ridiculous. We’ve put it in a few of our trailers because of how cool it looks. You get this insane effect where like one million bright pink lights are coming out of the portal and doing stupid damage to everything around them.



[h3]Thank you so much for taking the time to read this month’s dev diary and I hope you all enjoyed it!!!

Next month, I’ll be talking more about how we came up with the idea for the dress-up game.[/h3]

https://store.steampowered.com/app/2610650/Dont_Stop_Girlypop/

[h3]Click the button below to join our Discord and use the buttons at the bottom of the announcement to follow us on social media ❤[/h3]



Don’t Stop, Girlypop! is in Next Fest ❤

[h3]Are you ready to pledge your loyalty to Xyzanthynum, girlypops???

Then support Don’t Stop, Girlypop! by playing our brand new demo during Next Fest! With your help, we can push our demo up the ranks and spread the love, so even more girlypop warriors will join the fight against the wicked Tigris Nix ★

If you haven’t tried our demo yet, check out our trailer to get a sneak peek at the sparkly pink action that’s waiting for you 👇[/h3]

[previewyoutube][/previewyoutube]

Don’t Stop, Girlypop! is a Y2K arena movement shooter where standing still is not an option! You’ll take on the role of Imber, a half-faerie half-something native of the planet Xyzanthynum. Their planet is being drained of The Love, a vital natural resource keeping the planet alive, by an evil mining company called Tigris Nix. Not cute :’(

You’ll need to take on their nasty Ormyk drones with firepower, fashion, and the power of love. The faster you move, the more damage you deal and the more you heal! Go with the ★~flow~★ with the unique wave-hopping mechanic, a combination of a classic bunny hop with a modern slam, dash, and double jump that lets you maximise your speed and precision. Become a Y2Killer with an arsenal of guns that each have alt-fires which combine symbiotically with each other.

You better be ready, because this sh❤t is serious!!!!!

If you have any bug reports or feedback on our demo, we’d love to hear from you!!! Please let us know in our Steam sub-forums, on Discord, or on social media if you encounter a bug or if you want to tell us your thoughts. We’ll be gathering your feedback to consider it for the final game
https://store.steampowered.com/app/2610650/Dont_Stop_Girlypop/

[h3]Click the buttons below to join our Discord and follow us on social media to let us know what you think of our demo ❤[/h3]