CAN'T RUN, JUST DIE!
This article is exclusive only to the game Project: Playtime. This is not affiliated with the base game itself, so please do not add it with the base game itself. |
Are you looking for the main game's version, Mommy Long Legs?
“ | Mommy is best described as a spider-like psychotic murderer who kills for fun.
Mommy has several tactical advantages, such as her spider webs which can slow down her prey. Additionally, she also has the ability to see through walls for a short period, allowing her to locate every survivor quickly and quietly. Mommy was created in 1991 as a way to make use of Playtime Co.'s new elastic plastic. Eventually, she was transferred to The Game Station with the children, where she was so popular that Playtime Co. actually created a toy out of her and took it to market! ASSESSMENT: Don't stand still. |
” |
— Mommy Long Legs' Assessment description in Project: Playtime |
Mommy Long Legs is a returning character from Poppy Playtime, being one of the three selectable monsters for Project: Playtime. She is described as a spider-like psychotic monster who kills for fun, and she currently has three abilities at her disposal.
Appearance[]
Her appearance remains nearly the same as in the main game. She has baby pink skin with pink rubbery balloon-like hair that's styled and tied in a baby blue hair tie. She has thin yet flexible limbs alongside a stretchable neck. She has pink gloves on her hands, pink shoes, and blue long-sleeve socks on her feet. Her eyes are green with three eyelashes on each one. One difference from her main game design is that now she is wearing a baby blue bead necklace instead of having just a circle around her neck.
Gameplay[]
Out of all three monsters, Mommy Long Legs currently has the most abilities, with three abilities at her disposal alongside a selectable sabotage. She can shoot spider webs which can slow down her opponents. She can also climb walls and hang onto ceilings, allowing her to take control of areas, waiting for any prey. Finally, she can use her last ability, Spotter Lens, to see any Specialists on the map.
Abilities[]
Mobility Ability[]
Grapple | |||
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Description | Mommy Long Legs grabs onto the ledge she had faced, gripping onto the ledge and using her elastic plastic to pull herself towards that area. Can hang onto that area or jump off. | ||
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Tracking Ability[]
Spotter Lens | |||
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Description | After using the move, your vision will go gray as any players on the map will be highlighted with yellow for roughly 3 seconds only. | ||
Cooldown | 62 seconds | ||
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Tactical Ability[]
Spider Webs (Revamped for an eventual return) | |||
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Description | Mommy Long Legs shoots a ball of spider web in front of her, preventing players from sprinting nor jumping. | ||
Cooldown | N/A | ||
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Trivia[]
- On the Developer Q&A podcast viewed on the Mob Entertainment YouTube Channel, the developer Addison revealed that Mommy Long Legs was considered one of the hardest Monsters to develop within Project: Playtime.[1]
- According to her description, it's revealed that her Bigger Bodies form came before the Toy was produced, making it the first time where a Bigger Body monster was created prior to their Toy creation date.
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Project: Playtime Content Navigation | |
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Specialists • Leith Pierre • Micath Pierciado • Huggy Wuggy • Mommy Long Legs • Boxy Boo • Bunzo Bunny • PJ Pug-a-Pillar • Wuggies • CatNap | |
Pre-Game Lobby • Theater • Playtime Factory • Feeding Pit • Screening Room • Destroy-a-Toy • Misfit Pit | |
Puzzle Pillars • Port-A-Lounge • Crash Doors • Grapple Handles • Dash Handles • Sabotages • Perks • Toy Parts • Toy Machine Deposits | |
Huggy Wuggy • Mommy Long Legs • Boxy Boo • Outfits • Hats • Faces • Shirts • Pants • Shoes • Skins • GrabPack • Hands • Emotes | |
Loading Screen • Sound Packs | |
Toybox • Shoppy • Toy Tickets • Playcoins • Update Patch Log • Unused Content • Soundtrack • Easter Eggs |
References[]
- ↑ "Yeah, um, I think that Mommy has the hardest... The movement with the Grapple was difficult but it was also done in the course of about four hours. (...) Sabotages wise, I think that the nightmare... Living Nightmare! Where everything goes dark, it was the most difficult. It was a combination between Tech Art, Level Design, Environment Art, and Programming. So it was a lot of communication and a lot of processing. -Addison Wessel (Timestamp 13:34)