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Won't you stick around? There's lots of fun in store for you. It's almost playtime...

Explore the mysterious facility... and don't get caught.
The game's description on the official Steam page

Why, hello there, and welcome to Playtime Co.! Once the king of the toy manufacturing industry - until that very strange incident years ago. Whatever did happen to those workers?

Oh, you're an ex-employee yourself, you say? Well then what are you waiting for? Grab your GrabPack and go exploring a bit! Though you might want to do so quietly. The Playtime Toys are a bit of a... lively bunch.

Poppy Playtime is a first-person horror/puzzle/adventure game, created by MOB Entertainment. The first chapter was released on Steam on October 12th, 2021. Subsequent chapters are set to be released as DLC, with Chapter 2 being released on May 5, 2022. Chapter 3 was released on January 30, 2024. A multiplayer spin-off known as Project: Playtime released on December 12, 2022, as an early-access game. In late December 2023, MOB Entertainment released Chapter 1 on PlayStation 4, PlayStation 5, and Nintendo Switch with ports for Xbox One, and Xbox Series X|S planned to be released in the future.


Tropes applying to:

    Poppy Playtime 
  • Abandoned Area:
    • Owing to an incident known as the Hour of Joy where its staff mysteriously disappeared on August 8th, 1995. 10 years before the present day, the Playtime Co. factory was abandoned and presumably just left boarded up. Once you enter it at the start of the game, it's naturally in really rough shape, with its cute, cartoony aesthetic having given way to obvious decay and evidence of plenty of chaos before that. Even if there is still electricity, some areas are in need of repairs to progress further.
    • Starting in Chapter 2, as you progress throughout the factory, you'll notice large cavernous pits and natural cave formations. Various hallways and corridors of the factory have also decayed significantly making it harder to navigate the facility.
    • In Chapter 3, you'll encounter massive underground caves with waterfalls and rivers flowing underneath the facility as you descend deeper underground.
  • A.I. Is a Crapshoot: Possibly. Poppy may have been created with actual AI, so she could have real conversations with her owner. However, given that her initial introduction is a tape where she literally says "I'm a real girl. (beat) Just like you.", it could be considered foreshadowing, and the fact that Huggy Wuggy and Mommy Long Legs, which seem to be the same as Poppy in terms of being toys brought to life, bleed when you defeat them, implying they could be organic. Either way, whatever process involved in her creation didn't pan out well for Playtime Co. in the long run.
    • A discarded voice line in the files has Poppy going much deeper into what happened at the factory. She is a human being who has been turned into a doll, either by science, witchcraft, or both. She is heavily implied to be the first success of the human-to-living toy transformation processes of the Bigger Bodies Initiative, and unfortunately one of many, many inhuman experimentations.
  • Alas, Poor Villain:
    • It's easy to forget that Playtime Co.'s products, specifically their mascots, were once regular people until being kidnapped and made into unwilling test subjects of the Bigger Bodies Initiave. After being experimented on, having their humanity taken away, and being abandoned in the factory for over a decade, it's no wonder most of them went insane.
    • The tragedy of the mascot's entire situation is made very apparent with Mommy Long Legs's death. She cries out in complete agony as she's slowly pulled into a grinder after getting one of her limbs caught in it while chasing you. Made even sadder when she expresses horror at the thought of being "part of him" after her death. It can definitely make you shiver thinking what in the hell awaits you in this godforsaken factory that is so deadly and horrifying it has Mommy quaking in her boots.
  • And I Must Scream: Poppy was trapped in the case you find her in for years, with no way of escaping or calling for help. You freeing her is the main reason she decides to help you in Chapter 2. She might have gone through this even before that, as her maintenance tape has the words "LET ME GO" spelled out repeatedly in a Freeze-Frame Bonus as a bloody voicebox is being pulled out of her neck by tweezers.
  • Antepiece: The very first puzzle of Chapter 2 is crossing a short gap by using your GrabPack on a bar to swing across it. This small gap is very shallow and has an easy way back so you can try again if you fall down. This gives you a chance to learn the new swinging mechanic in a safe environment before the game starts requiring you to do it in more challenging or stressful scenarios.
  • Antagonist Title: Downplayed. The titles don’t have the names of the toy you’ll be facing in the title itself, but a saying related to them. By way of example, Chapter 1 is "A Tight Squeeze", where you encounter Huggy Wuggy. As far as we know, Poppy herself is not an antagonist.
  • Alliterative Name: Seems to be a theme with Playtime toys. You have Poppy Playtime, Boogie Bot, Candy Cat...
  • Always a Bigger Fish: Towards the end of Chapter 2, a spindly metal hand crawls out from beneath a door to collect what remains of Mommy Long Legs.
  • Ambiguously Evil: As the protagonist has only just met Poppy at the end of Chapter 1 and all she says is "You opened my case", it's uncertain whether she'll be the Big Bad, the Big Good, or neither. Chapter 2 does seem to be leaning towards her being the Big Good, though.
  • Ambiguous Situation:
    • Was the letter that prompts the MC to return to Playtime Co. really written by their missing colleagues?
    • Is Huggy Wuggy chasing you because it's evil? Or is it part of the security system Leith Pierre warns you about and merely taking care of an intruder? Or does it just really want to squeeze you until you pop?
  • Amusement Park of Doom: The Game Station in Chapter 2, originally meant to entertain children, but now under the iron fist of a seriously deranged Mommy Long Legs. Each game you have to participate in is a Deadly Game in which failure or cheating is punished with being eaten alive by the toys. Most of them don't even work properly anymore, making it all the harder to stay alive.
    • Early on in Chapter 3, a poster teased an actual amusement park known as Playtime's New Park located somewhere within the Playtime Co. complex...
  • Anti-Frustration Features:
    • Respawn-points are placed rather generously. Dying to one of the bosses sets you back at the start of the chase sequence after the dialogue, so you won't have to watch cutscenes all over again.
    • If you picked up a trophy before dying in Chapter 2, it will still be in your inventory when you respawn, erasing the need to find and collect it again.
    • In Chapter 3, if you died in a fall in a non-chase part, the game will skip the usual Have a Nice Death quotes and go straight to reloading to the last checkpoint to save time.
  • Apocalyptic Log: The gray tape has audio of a scientist lamenting that something has gone awry with Experiment 1006, while screaming and banging noises can be heard in the background. It ends with the scientist claiming he isn't afraid to die, convinced he'll be back after "one more breakthrough".
  • Arc Symbol: The red poppy flower. Chapter 1 has you look for a door with a poppy-mural around it, the (possible) Big Bad is named after the red poppy. In Chapter 2, Elliot Ludwig's office is accessed with a key in the shape of a red poppy and in a note on his desk it's revealed he used poppy-extract in an experiment and believed the poppy-flower had some kind of untapped potential that made it a key ingredient to his plans. In Chapter 3, the red poppy key makes a reappearance when Poppy uses it to unlock a power box to restore power to a maintenance lift within the Playcare.
  • Arc Villain: Each chapter so far has had one, with Huggy Wuggy for Chapter 1, Mommy Long Legs for Chapter 2 and CatNap for Chapter 3.
  • Arc Words:
    • "Isn't he wonderful?" Referring to Experiment 1006 aka The Prototype.
    • "The Hour of Joy." This phrase seems to be a reference to the date Playtime Co. collapsed. Confirmed at the end of Chapter 3. Poppy shows us a videotape of the Hour of Joy as it happened, which turns out to be the exact moment where all of the toys suddenly turned aggressive and butchered the Playtime Co. staff, then dragged the bodies into the depths of the facility for them to feast upon.
    • INNOVATION IS KEY. Shows up once per every chapter's death messages, supplementary material, and so forth.
  • Art Evolution: The gameplay trailer for Chapter 3 showcases new graphics that are improved from the previous two chapters.
  • Artificial Outdoors Display: There's a note that reveals that the windows in the Game Station are fakes, designed to give the impression of daylight in order to boost morale. If you look closely at the broken windows you can see that they are simply backlit panes of frosted glass.
    • The Playcare of Chapter 3 takes this even further, with an orphanage being placed inside a dome in an underground cavern. One tape has two maintenance men discuss the ethics of having children in a place without actual sunlight.
  • Artistic License – Biology: The video explaining the Wack-A-Wuggy game says that the game is designed to test the player's reaction times, which is accompanied by an animation of a knee-jerk reflex. Reflex actions are involuntary and happen before the brain has time to process a stimulus, so they don't depend on a person's reaction time.
  • As You Know: The opening narration for the Chapter 1 intro-screen tells the player that they're a former employee of Playtime Co., who has returned ten years after an incident in which several of their colleagues went missing.
  • Awesome Backpack: The GrabPack is a mechanical backpack outfitted with pneumatic-powered firing mechanisms that you can use to grab far-away objects and complete electric circuits thanks to the conductive cables. Presumably for the sake of fitting Playtime Co. branding, the "hooks" are cartoony red and blue hands.
  • Backing Away Slowly: While you can do this after Huggy Wuggy decides to go after you, it's not a good idea. He wants to give you a hug, till he squeezes out your life. So turn around and run!
  • Bait-and-Switch: In Chapter 2, while you're trying to navigate your way back from the Whack-A-Wuggy game, a door opens, an alarm blares and the music grows suspenseful as a familiar-looking tall figure appears and slowly approaches you... but then the music softens as the figure steps into the light, revealing its pink fur. It's not Huggy Wuggy; it's his female counterpart Kissy Missy. And it seems that she wants to help you. Another one occurs in Chapter 3 when it looks like Huggy has returned to take down the player for the final time... only to be Kissy again, who due to lighting looked blue instead of pink, and lets the protagonist go after Poppy reassures her that we have come to help.
  • Black Comedy:
  • Body Horror: It's all but stated that Playtime Co. turned either the orphans it brought in or their own workers into living toys. The toys seen scattered all over the factory, as well as Huggy Wuggy, Mommy Long Legs, Miss Delight and CatNap bleed when injured. Seeing the rather grotesque forms most of the toys take, the process was undoubtedly painful and horrifying for whoever went through it.
    • While the process of turning into an insane toy is not yet entirely clear, seing DogDay torn apart and then being eaten from the inside is harrowing. Only for him to fall entirely silent and his eyes to give the glow all monstrous toys had so far as he begins to chase you down.
  • Body Motifs: The big hands on long limbs shared between the protagonist's GrabPack, Huggy, Mommy, CatNap and the Prototype are something emphasized throughout the game and its promotional media. For example, when viewing certain tape reports, you can tell when the subject is Mommy or the Prototype because the only visual is a picture of their hand.
  • Bottomless Pit: Starting in Chapter 2, several of the factory's hallways have fallen into disrepair, with the floor breaking away to leave pits so deep you can't see all the way down. It's likely due to the massive freaking underground cave lying directly beneath the main factory where Playcare was built, as seen in the beginning of Chapter 3. Naturally falling into one is an instant game over.
  • Bound and Gagged: Poppy ends up this way in Chapter 2 after being captured by Mommy Long Legs.
  • Bread, Eggs, Milk, Squick: Press any button on a Playtime character standee and you'll get treated to a voice-over line from the character it features. The first line triggered by the first press is some sort of cute introduction, the second line by the second press is fully in-tune with their personality or major established character trait. Keep pressing it, however, and the implications of that personality turn dark very quickly before looping. For some specific examples:
    • Huggy Wuggy's own in chapter 3 notes that he likes giving hugs. His first is about how good it feels for you. The second is about how good it feels for him. By the end, he's saying he never wants to let you go and will hug you until you pop.
    • Minor Smiling Critter PickyPiggy's nutritional information gets a more oblique one. The first is a cutesy note about how they're hungry. The second is about how they recently had some roast beef. Not only does their tone get darker, but the other species they mention having eaten correspond to other Smiling Critters (at least grilled chicken is commonly eaten by people, but upon her mentioning seared elephant and flayed unicorn, it becomes clear she was referring to KickinChickin, Bubba Bubbaphant, and CraftyCorn), with PickyPiggy's final lines implying you're next.
    • DogDay gets his own towards the end of chapter 3, notably after you've met the real thing. His is the only one that isn't threatening... because he's trying to disguise your escape attempt through a game of fetch, and you didn't pick up on it in the earlier presses.
  • The Cameo:
    • Jacksepticeye makes a brief appearance in one of the tapes in Chapter 2, playing an employee named Marcas who is informing and being ignored by the staff about seeing what he thought was a monster in the cafeteria.
    • One of the videos released during the ARG for Project: Playtime had The Stupendium appear as the instructor for a rules and safety video (complete with cameos from all their props from "The Toybox", their music video based on the game).
  • Cliffhanger:
    • The first chapter ends as the player opens the case in which Poppy is held, prompting her to suddenly open her eyes and the lights to go out. Poppy then expresses joy about the player opening her case and the credits roll.
    • The second chapter has you board the train after defeating Mommy Long Legs and freeing Poppy. After some time driving, Poppy thanks you for freeing her, then apologizes - because you're "too perfect" to let go. She re-directs the train, telling you she intends to use you to Set Right What Once Went Wrong, before getting interrupted mid-sentence and seemingly disappearing. The train goes out of control and crashes near a section called "Playcare" and you pass out.
    • The third chapter ends with Poppy and the player getting on a lift to take them down to further into the factory in order to take the fight to the Prototype, with Kissy Missy staying behind to operate the lift before coming down herself. Just as you start descending, Kissy Missy screams and the door to the shaft starts closing. Poppy desperately tries to get the lift to go back up as the door to the shaft closes leaving you both in total darkness.
  • Can't Move While Being Watched: The "Statues" game in Chapter 2. You're only allowed to move while the lights are off and the music is playing. The whole time PJ Pug-A-Pillar is slowly crawling up behind you. Being caught by him is an immediate game over. So is moving when the lights are on, as PJ is a lot faster than you might think.
  • Cataclysm Backstory: Of sorts. Multiple references are made to ‘The Hour of Joy’, an event in which, within the space of an hour, the toy experiments started an uprising against the staff of Playtime Co. This resulted in the deaths of many facility staff members and is the reason why the factory is abandoned and still crawling with living toys 10 years later.
  • Cat Scare: In Chapter 1, a pipe suddenly bursts while you walk down a dark corridor.
    • Literally in Chapter 3, but not in the most obvious sense. You go through a door and have CatNap bound down from the ceiling... as in an inanimate plush that was strung up by its tail, presumably by the real CatNap to mess with you.
  • Cats Are Mean: Experiment 1188 aka CatNap, the purple toy that menaces the Playcare Orphanage in Chapter 3, was confirmed to be feline in the ARG for that chapter, making him the first instance of this in-game compared to Cat Bee and Candy Cat, who have yet to be encountered as monsters.
  • Cerebus Syndrome: While Chapter 1 and 2 weren't particularly light-hearted, Chapter 3 noticeably takes a Bloodier and Gorier turn upon entering the Playcare under the facility. It gets even darker when it's revealed the Prototype masterminded the massacre of every Playtime Co. employee in the past, and Kissy Missy, the Token Good Teammate of the toys, is ambushed by someone at the very end.
  • Character Title: The game is named after one of the toys, Creepy Doll Poppy Playtime. Though it's not really clear if she's the Big Bad or the Big Good, Chapters 2 and 3 seem to indicate that she's on your side.
  • Color-Coded for Your Convenience:
    • The various instruction-tapes you find around the factory have the same color as the VCRs they belong to.
    • The hands for your GrabPack have different colors depending on their function. Red and blue are normal hands. Green can store and provide electricity. Purple is used to jump over long distances via purple pads. The orange Finger Gun hand can fire off flares to scare away hostile creatures.
  • Combat Pragmatist: Since they have little in the way of defending themselves from the toys (the GrabPack doesn't work against them), the protagonist uses whatever they can to survive. In Chapter 1 they pull a heavy crate down on Huggy Wuggy to push him off the catwalk, and in Chapter 2 they activate a grinder Mommy Long Legs got stuck in, with pretty gory results.
  • Continuity Nod:
    • In Chapter 2, the room where you have to get a Bunzo Bunny toy off a conveyor belt has several spots of Huggy's fur and blood spatters on the walls and pipes, implying this is where he fell to.
    • In the beginning of Chapter 3, CatNap brings the protagonist to a garbage chute and dumps them. This is a similar behavior to how the other large toys in Project: Playtime would catch Survivors, bring them to holes and dump them in it in attempt to dispose of them. The difference is that the holes lead to areas where hostile small toys would try to finish the Survivors off while the chute CatNap dumps you in leads to a garbage crusher.
  • Couch Gag: Each chapter loading screen will have a small teaser of their respective Arc Villain, and one of their locations.
    • Similarly, each time you die in the game you are greeted with different game over quotes, such as "Thank you, science" or "Get up".
  • Crapsaccharine World: Playtime Co. can be considered this. While they seem friendly at first, red flags followed by a code black appear via the VCR tapes played throughout the first chapter alone. That's not even getting started on what the company and its CEO were up to behind closed doors.
  • Creepy Doll: The toys all fall into this category as dolls who have gone murderously violent, but Poppy fits the best, since she's the most traditional-looking of them all. The game's teaser trailer emphasizes this.
  • Cute Creature, Creepy Mouth: The large Huggy-Wuggy statue in the center of the main room during the first chapter looks pretty cute at first. At least until he comes to life and starts trying to eat you. He displays a mouth with rows and rows of needlelike teeth during the game-over cutscene.
  • Darker and Edgier: Whilst the rest of the game is by no means sunshine and rainbows, Chapter 3 takes a noticeable turn towards showcasing the horrors caused by Playtime Co. and the Hour of Joy. The environments become far more decrepit, with bloodstains and toy parts randomly strewn about. Messages on the walls implied that any survivors quickly lost their sanity as they tried to escape. And this is nothing to say about the toys themselves, who have become twisted after being trapped in the dark for so long…
  • Dead-End Room: The room in which you play "Statues" in Chapter 2 has its exit blocked by rubble, making the game unwinnable. You can't leave through the entrance because PJ is blocking it off. The only way out is to grapple up to the observation room and break though the window.
  • Deadly Game: Mommy Long Legs has you play three of them in Chapter 2, in order to get the train code and escape. Also because she wants to see you suffer.
    • "Musical Memory" has you repeat a sequence of colors and later on letters and symbols, while Bunzo Bunny is slowly lowered toward you from the ceiling. When he reaches you, the game ends.
    • "Wack-A-Wuggy" consists of you fending off a bunch of Mini-Huggies, smaller versions of Huggy Wuggy, by pushing them back into the pipes they crawl out of. If a Huggy makes it to you, it'll snap your neck.
    • "Statues" has you take on an obstacle course, while being pursued by PJ Pug-A-Pillar. You're only allowed to move when the lights are off and the music is playing. If PJ catches up to you, either because you were too slow or moved when you weren't supposed to, you're eaten alive. Turns out the game is unwinnable, as the exit is blocked off by rubble.
  • Death Is a Slap on the Wrist: The protagonist simply respawns every time they die, with not much progress lost.
  • Destination Defenestration: In Chapter 2, you can only escape "Statues" by using the GrabPack to pull yourself up to the observation room and breaking through the window. Unfortunately, Mommy considers this cheating and starts to hunt you down after you escape.
  • Destroy the Security Camera: Exploited by The Prototype in order to create a Fakeout Escape. A video log details how he constructed a laser pointer from an alarm clock and fired it at a security camera to disable it. Unlike in most examples, the surveillance team noticed immediately and the camera was fixed in under 30 seconds, but in this time The Prototype had seemingly disappeared from the room. One surveillance specialist went to confirm the Prototype's absence, but on entering the room she found that the Prototype had hidden in one of the camera's blind spots.
  • Determinator: The player character is willing to risk jailtime and their life to find their fellow coworkers after receiving the letter. Even the monsterous mascots aren't a deterrent.
  • Disney Villain Death: You get rid of Huggy by bringing down a heavy crate on him, sending him flying off the catwalk.
  • Double-Meaning Title: The subtitle of the first chapter, A Tight Squeeze, refers to Huggy Wuggy's name and killing method of hugging people to death, and the vent chase scene, where The Player must run away from Huggy Wuggy in tightly constricted vents.
  • Eaten Alive: Assuming that you're not falling to your death, Huggy Wuggy, P.J. Pug-a-Pillar, Mommy Long Legs, Miss Delight, DogDay and CatNap will eat you after catching you. What benefit they get from this is unknown. The notes from Miss Delight in Chapter 3 imply that the toys have the ability to feel hungry for a yet undisclosed reason, described as "the roaring".
  • Elaborate Underground Base: Chapter 3 reveals that the Playtime Co. factory goes far deeper underground than anyone expected with the Playcare being situated in a large dome located within a huge cavern.
  • Empty Room Psych:
    • In Chapter 1 after opening the shutter with a Catbee-toy, you walk into seemingly empty hallway. Only for Huggy Wuggy to amble out of the dark and start chasing you.
    • In Chapter 2 after escaping Statues you fall down a vent and land in an empty basement area. When you try to grapple up to a higher level, Mommy Long Legs literally drops in, furious and ready to make good on her threat to maul you.
    • In Chapter 3, CatNap tends to appear in previously empty rooms you wander into providing numerous scares in the process. In the Gas Production Zone after you restore power to the Playcare, CatNap stops messing around and finally decides to take you out.
    • Also in Chapter 3, when you restore power to a generator in the School, Miss Delight appears and begins chasing you down.
  • Falling Damage: Weirdly absent. While rare, there are a few areas where the player can drop down a pretty large height (such as the catwalks in the Make-a-Friend room), but they don't suffer any negative effects beyond either getting disoriented or having to climb back up.
    • The player picks up the prototype GrabPack 2.0 at the beginning of Chapter 3, which, according to the introduction tape, has air jets to break long falls, preventing this.
  • Faux Affably Evil: Mommy Long Legs may have a motherly personality, but she's quite obviously insane and murderous. Also despite claiming she will let the player go if they win her games fair and square, she eventually makes it clear she wants them to die, and the games are revealed to be rigged in her favor.
  • Fauxshadow: Mommy Long Legs' commercial has a disclaimer saying not to bring her near extremely hot or cold areas, suggesting that those will play a role in her defeat. That proves to be wrong - she instead gets caught in a grinder.
  • Fate Worse than Death:
    • Playtime Co. made people into living toys for as-of-yet unknown reasons. And it isn't exactly clear if they enjoy being like this or not.
    • Mommy Long Legs considers being assimilated by the Prototype this.
  • Featureless Protagonist: The protagonist isn't seen at all, with even their arms being "replaced" by the GrabPack during gameplay.
  • Fetch Quest: A recurring theme in the game's puzzles is something missing in the machinery or something being required to bypass the scanners, forcing you to look around to either fix whatever's broken or get a toy that will allow you to proceed.
  • Finger Gun: Chapter 3 introduces a orange GrabPack hand that forms into this position by default, and can shoot flares bright enough to scare off CatNap and the other Smiling Critters. It also has regenerating ammo, but the player still has to aim carefully to avoid running out at a critical time.
  • Flower Motifs: One of the main visual motifs of Poppy Playtime is — naturally — the poppy flower. The goal the player is presented with to find the lost Playtime staff is to locate the poppy, and sure enough, there's a huge gate emblazoned with a painted poppy logo deep within the factory. Perhaps unsurprisingly, it leads you directly to Poppy herself. Chapter 3 broadens the motif by exploring the application of poppies as opiates through the "Red Smoke" hallucinogenic gas produced by Playtime Co. that is used to make children fall asleep.
  • Fluffy the Terrible: This seems to be inherent to the game's evil toy characters, with all of them having rhyming or alliterative names designed to appeal to children, with the versions we meet seeming decidedly ominous or deadly. The first chapter introduces us to a giant furry plush-style monster who is a representation of a character named Huggy Wuggy, for starters, and Poppy Playtime herself also has sinister tones.
  • Foreshadowing:
    • On the first tape Leith Pierre warns the player that the facility has a state-of-the-art security system that is set to alert the authorities if triggered and will also do... something else which Leith slightly implies might take care of a hypothetical intruder all on its own. When the player manages to get access to the rest of the factory, the giant Huggy Wuggy-statue comes to life and starts to stalk them for a while, until it finally just flat-out tries to kill them in the Make-a-Friend section.
    • To a Genre Savvy player it's obvious that the Huggy Wuggy statue will come to life, but there are also clues within the game that the statue isn't as inanimate as it seems. Even on first inspection it's possible to see the fur moving slightly, as if disturbed by its breathing.
    • Long before the Prototype is introduced, a drawing of his claw with the word "wonderful" can be seen on a wall near the first wiring puzzle. An image of the claw also appears later on while playing the final video tape in Chapter 1.
    • Before Mommy Long Legs is killed, a warning poster can be found showing an employee getting the hand of a GrabPack stuck in a crusher.
    • One video tape has a scientist talk to the Prototype. It's revealed then that it can perfectly imitate voices.
  • For Science!: What exactly Playtime Co.'s R&D department was up to is unclear, but the gray tape shows a scientist with this attitude, focusing on nothing but the perseverance of a well-maintained "experiment". Putting it over the top is the fact the tape was being recorded while said experiment was rampaging and tearing his nearby coworkers to shreds, recording until it catches him too.
    "I'm not worried about myself. One breakthrough and I'll be back. We must forge onwards in the name of science, whether those who are beneath us understand it or not!"
  • Fun with Acronyms: The safety instructor played by Stupendium in the ARG states that fun is one part of "Fundamentally Understanding the Need For Awareness, Cleanliness, Timeliness, Obedience, and Regulating Yourself", or F.U.N.F.A.C.T.O.R.Y.
  • Gameplay and Story Segregation: GrabPack is mainly only useful for navigation and puzzles, but is active all the time. This means the player can slap Toys in the face mid-conversation, and they won't react to it.
  • Glowing Eyes of Doom: All the toys have black eyes with a single glowing white light in the center of their pupil. Chapter 3 reveals via Kissy Missy that the light is NOT normal, the miniature Smiling Critters have their normal black eyes getting pressed out with the lights revealed behind them and DogDay finally confirms the light as something bad when he doesn't have it initially, only to get it once he has become corrupted.
  • Grappling-Hook Pistol: The GrabPack is more of a backpack fitted with pneumatic-powered firing mechanisms, but it functionally serves like this, allowing the player to shoot objects and pull things toward them. The game also makes use of the cables connecting them as a puzzle element, as they carry electricity and can complete a circuit. GrabPacks were once used by employees within Playtime Co., and presumably to maintain branding, the "hooks" are cartoony blue and red hands.
  • Gone Horribly Wrong: Whatever experiments Playtime Co. was running, the tape in Chapter 1 recorded during what is heavily implied to be a breakout of one of the living toys, along with the fact that the factory is deserted in the present suggests it didn't go quite the way they wanted it to. The end of Chapter 3 provides more context into what exactly went wrong.
  • Have You Told Anyone Else?: Subverted. On the blue tape in Chapter 2, an employee named Marcas attempts to warn the Innovations department about a strange creature he saw while retrieving a mop that was blocking the door to their area. The interviewer asks him if he's shared this information with anyone else, to which Marcas replies that he hasn't. The interviewer then simply dismisses Marcas as either lying or crazy and tells him to get out of his sight.
  • Heroic Mime: The player character doesn't speak. Justified, since there's really no one they could be speaking to. In the second chapter, they still don't speak, despite occasionally having someone to talk to.
  • Hide-and-Seek Horror: In the second chapter, Mommy Long Legs has the player play several games to gain parts of a code to escape. The final game she has them play is hide and seek, though this is a thinly-veiled attempt to hunt them down and kill them after they were forced to cheat in the previous game, which is Mommy's Berserk Button.
  • Humans Are the Real Monsters: Despite being the main threat, the monsters that chase The Player through the factory are all sympathetic victims of circumstances, with The Prototype himself portrayed as an enigmatic savior. However, Playtime Co. itself alongside Harley Sawyer, all of whom are human, are portrayed as the true monsters in the story, being responsible for the events of the story.
  • Human Resources: Heavily implied. There's the employees who went missing under mysterious circumstances years before the game's present day and a lot of blood stains on both the walls of the factory and many of the toys.
  • Image Song: Huggy Wuggy has one. You can hear it when pressing the button on the plaque in front of the Huggy Wuggy statue in Chapter 1.
  • Incompetence, Inc.: While Playtime Co. initially seems to avoid this through its friendly veneer, the yellow tape shows an employee named Rich work himself up into an angry rant about how disorganized the whole company is and how the board always blames him and other employees for things going wrong before he is essentially Reassigned to Antarctica, implying Playtime Co. was actually a terrible place to work at behind the scenes.
  • Ironic Nursery Tune: "Itsy Bitsy Spider" is played in Chapter 2 shortly before you encounter Mommy Long Legs and she starts to chase you down as payback for cheating.
  • I Will Find You: The Player Character comes to the old Playtime-factory in order to find their missing colleagues, who have previously sent them a letter in which they insist they're still in the building and beg the player to "find the flower".
  • Jump Scare:
    • In Chapter 1, a pipe bursts when you walk down a corridor Huggy Wuggy disappeared in.
    • In Chapter 2, a box falls down a shelf as you enter a secret room behind Elliot Ludwig's office. It's just Poppy, though, and she immediately apologizes for scaring you. Later on, when you try to grapple upwards from a closed room, Mommy Long Legs drops down right on top of you while giving an angry roar.
    • In Chapter 3, another pipe bursts when you walk in a backstage area. In the Orphanage, a Smiling Critter plush falls from the roof and something bangs on a wooden door numerous times. CatNap likes to pop up and startle you before abruptly vanishing and appearing later on.
  • Karmic Death: Mommy Long Legs dies by being Ground by Gears after trying to get the protagonist killed in various sadistic ways throughout Chapter 2.
  • Killed Offscreen: Bunzo Bunny and the Mini-Wuggies are killed by Mommy Long Legs after failing to kill the protagonist. You can see their corpses webbed up on the Game Station's ceiling later on, and there are even audio files in the game for it. They later mysteriously disappear from the webs on the ceiling.
  • Light and Mirrors Puzzle: Chapter 3 has a variation of the concept- instead of redirecting lights using mirrors onto a target, the player has to adjust poles so that a powered Hand (from either the Grabpack or a "turret") wraps around the poles and applies power to the target.
  • Living Toys: The game takes place in a factory full of them!
  • Meaningful Name: The poppy is a flower that is used in the opium industry. Small wonder that a doll named Poppy is revealed to be part of a sinister conspiracy.
  • Meat-Sack Robot: The living Playtime toys might be this. While Huggy Wuggy's display claims he's a toy made of "polyester and string", he has very real-looking teeth behind that fuzzy blue exterior, and later when he's wounded and falls off the factory catwalks, he leaves big splats of blood on every beam he hits on the way down. Just what the hell is he? When Mommy Long Legs is pulled into the gears of a machine, she leaves a huge blood-stain as she's crushed. Later on in the Playcare, Miss Delight is crushed under an industrial door and leaves a huge blood stain on the floor. DogDay is shown to have a missing pair of legs revealing a large bloody hole in his upper body and when The Prototype impales CatNap through his skull, a large amount of blood erupts from his head. Several of the smaller toys strewn about are also lying in puddles of blood or have blood smeared all over the walls behind them.
  • Medium Blending: The game's intro cutscene and teaser trailer are shot in live-action, including demonstration footage of a physical Poppy Playtime doll. Many other VHS tapes within the game continue this trend.
  • Midseason Upgrade: The player picks up the GrabPack 2.0 early in Chapter 3, which gives extended wire length, the ability to swap hands, and airjets to cushion long falls.
  • Missing Secret: One of the rooms in the hallway where Huggy is seen for the first time in Chapter 1 has scanners for both the blue and red GrabPack hands. However, by the time the player gets the red hand, they are unable to return to this room, meaning no secret can be found behind the door in the final version. Early versions of the map revealed that a series of tunnels leading to an office, that then leads to the room where Poppy can be found, were behind this door, with the implication that the final chase with Huggy took place there, but these rooms were scrapped, and eventually reworked in Chapter 2 to become the tunnels where Kissy Missy appears and the office of Elliot Ludwig.
  • Mix-and-Match Critters: The Swap-imals, as the name suggests are toys that are mix between to different animals. Two examples are Cat-Bee, and PJ Pug-a-Pillar.
  • Monster of the Week: In each chapter, the player character contends with a major mascot-turned-monster that actively hunts them.
  • My Little Panzer:
    • Owen the Oven, a normal toy without any "enhancements", proved defective enough to give multiple children third-degree burns, and Playco pulled it from the consumer market.
    • Visualizations in a Chapter 1 employee video show that the Grab-Pack, despite looking like a flimsy plastic toy, is a piece of industrial equipment strong enough to potentially rip off a adult human head. Chapter 2 reveals that orphan children were also fitted with Grab-Packs (including a green hand capable of holding electrical charges) to play in the Game Station, and no mention was given of how dangerous they were.
  • Mysterious Watcher: In the room where you get the red hand for your GrabPack, you can spot Huggy Wuggy in one of the air vents, watching you before quickly retreating. When he appears for the second time, he does a hell of a lot more than just watch. In Chapter 3, you can see CatNap watching you in a few areas before vanishing back into the dark.
  • Noodle Incident: One of the posters strictly advises employees not to hide behind doors to scare Leith Pierre.
  • No-Sell: Using the GrabPack hands on Huggy Wuggy is no good. You can decapitate a person with them, but they do nothing against a large toy. Same goes for Mommy Long Legs, Miss Delight, DogDay and CatNap who don't even flinch when you fire the hands at each of them. The trope is downplayed when it comes to small toys. The GrabPack hands can push back the small Huggy Wuggy toys when they are coming out of holes while the GrabPack flare gun can scare off small Smiling Critters toys.
  • Nothing Is Scarier: The game takes its time before presenting the player with scares, and thanks to the unnaturally silent atmosphere of the dilapidated Playtime Co. factory, it can afford to. In Chapter 1, the giant Huggy Wuggy statue in the welcome center is an imposingly ominous figure, and the game has fun teasing the player with it, especially once it abruptly vanishes with no fanfare. He doesn't attack until a more few puzzles in, probably when you forgot all about him.
  • Orphanage of Fear: Chapter 3 mostly takes place in the Playcare, Playtime's onsite orphanage. Given what kind of company Playtime was it obviously was not a fun place especially since they were using the kids as test subjects. It's been abandoned for a long time when you find it, but now its terrifying for a whole new reason…
  • Peace & Love Incorporated: Playtime Co. has the public image of a perfectly wholesome and family-friendly toy company, but in addition to secretly being responsible for mad science Gone Horribly Wrong, it's implied that even just below surface level, it was greatly disorganized and not a fun place to work at.
    • In chapter 3, one tape mentions that the body of a young boy, torn apart by the limbs has been found in the house of the late company owner. The company's defence? Can't have been his fault, he *loves* kids!
  • Promoted to Playable: Huggy Wuggy and Mommy Long-Legs, as well as brand-new character Boxy Boo, by a seventh player in Project: Playtime.
  • Red Herring: The commercial for Mommy Long Legs at the start of Chapter 2 warns the viewer to keep her away from extreme temperatures, suggesting you'll defeat her by burning her alive. The chapter even provides a massive boiler room that you have to start up at some point. You actually kill her by tricking her into getting her hand stuck in a grinder and then activating it, leaving her to be crushed.
  • The Reveal: Poppy finally reveals the "Hour of Joy" in Chapter 3. To be blunt, it was a total fucking bloodbath. Under The Prototype's control, the mascots slaughtered every human in the Playtime Co. facility at once. We get to see a videotape of the killings taking place with Huggy, Mommy, CatNap, Boxy Boo, Miss Delight and her sisters, the Mini Huggies, and even Kissy Missy all murdering everyone who crossed their path, turning the factory into a mass grave. Men, women, the innocent, the guilty, even the kids, they all died. Why doesn't the Player come across their bodies while exploring the factory? They took the corpses below where no one would find them and ate the bodies to survive. Even though she didn't see the slaughter due to being locked in her case, Poppy recalls everything she heard on that horrible day in vivid, disturbing detail and is on the verge of tears the further she goes.
    Poppy: I remember hearing every moment of it. It went on so long… so agonizingly long. They tried to hide… to run… anything to stay alive… I remember their cries: "What's going on?"… "Why is this happening?"… "What are those things?" (sniffles) Senseless slaughter, that's all it really was. They killed everyone. The guilty, the innocent, didn't matter. All that death… it didn't fix anything. And then, once it was all over, they dragged those corpses down below where they'd never be found. And they… ate the bodies… to stay alive. The Prototype has to die. For this. For everything.
  • Run or Die: Some of the toys in the factory have come to life through unknown means, and the GrabPack on its own is ineffective against most of them. If they're hunting you down, your only chance of survival is to make an escape until you can find something that can be used to ward them off.
  • Schmuck Bait: Huggy Wuggy likes to give hugs. Don't hug him or you will die instantly.
  • Schrödinger's Gun: In the fight with CatNap, he attempts to use his gas-induced hallucinations to appear as if he's attacking from multiple angles. Mechanically, there's just multiple CatNaps, but narratively, whichever one makes it far enough into the room to subvert your deterrent measures was always the real one. Unless you try to leave the room through an otherwise empty corridor, then he was just hiding around the corner waiting to pounce.
  • Scenic-Tour Level: The beginning of Chapter 3 has the player take a tram down into Playcare, and the player gets a birds-eye view of the complex while listening to Elliot Ludwig talk about it.
  • Scenery Gorn: Every chapter of Poppy Playtime features large scenic vistas showcasing ruined locations in the Playtime Co. factory. It gets more scenic in Chapter 3 which features large underground caverns and ruined maintenance areas located in between the main sections of the factory.
  • Screw This, I'm Outta Here: After nearly getting ripped to shreds by Huggy Wuggy and having a lethal time with Mommy Long Legs, the protagonist tries to leave the factory. Unfortunately, Poppy has other plans and sends you deeper underground before explaining why she needs your help.
  • Scripted Event: Poppy Playtime can skew towards immersion breaking with how heavily some moments are on rails. One noticeable example comes during the Mommy Long Legs chase. While it is meant to keep the player tense and always on the move, pausing in the smelting chamber while she is crawling along the wall reveals that the chase has actually paused as she waits for you to drop to the lower level so she can spawn from the rubble.
  • Sdrawkcab Speech: In Chapter 3, a distorted radio with a reversed voice is heard, with 'GUILT HAUNTS YOU' scratched into the floor beside it. When the audio is reversed, this cryptic message to the protagonist can be deciphered...
    The Voice: "8-8-1995. I find your presence intrusive. After all this time you return. You come in here and yet you kill and murder. You pillage and destroy. Your presence was demanded 10 years ago, and yet you didn't show up. 8-8-1995. You were supposed to be here. Why weren't you here? You missed the event. You missed the meeting. You missed the party. You have no right to be here."
  • Sequence Breaking: In earlier versions of Chapter 2, there was nothing stopping you from going to the train after getting the green hand and brute-forcing the code from the 10 possible answersnote . However, this was removed in an update, and entered codes are automatically considered incorrect until the chapter is played out.
  • Shout-Out:
    • Poppy Playtime's invention as a doll that can talk to children may be a reference to My Friend Cayla, a real-life doll equipped with a Bluetooth speaker that could connect to the internet and hold conversations.
    • Mommy Long Legs seems to be based on Betty Spaghetti, a popular real life rubber doll by the Ohio Art Company that came out in 1998.
    • The tape in the Reject Toy section has Rich calling it The Island of Misfit Toys.
    • The tram that takes the Player towards Playcare showing off a scenic background with a voiceover is a huge reference to the opening sequence of a ruined underwater city and a city floating in the clouds.
    • The Playtime Co. factory isn't the first fictional facility to be located within a huge underground cavern. A certain science company has already done this before.
    • A certain character from a hallucination sequence that appears in Chapter 3 isn't the first time fictional mascots have been seen in a nightmarish form within a dream.
  • Silence Is Golden: With the exception of recordings from the tapes, almost the entirety of Chapter 1 is without dialogue until the player frees Poppy from her case. There are more lines spoken in Chapter 2, with talking characters like Poppy and Mommy Long Legs being involved in the plot. Though the majority of Chapter 2 is still silent. Chapter 3 continues this trend with even more lines of dialogue spoken, but Chapter 3 retains the mostly silent atmosphere.
  • "Simon Says" Mini-Game: Musical Memory in Chapter 2 has you repeat increasingly complicated sequences of colors, letters and random symbols, with a Bunzo Bunny-toy slowly lowering toward you all the while. Every time you get it wrong, Bunzo lowers faster with the banging of his cymbals acting as an indicator how close to you he is. The game gets deliberately unwinnable after a few rounds, forcing you to press a panic button to shut it down.
  • A Simple Plan: The player character's plan is to find a flower, hope it leads to their friends, and get out. But of course, it's never that easy when you're warned the security system is still working in the Playtime factory.
  • Spring Jump: The GrabPack's purple hand allows the player to make incredible jumps via the hand slapping special pads on the floor.
  • Story Breadcrumbs: Regarding Playtime Co.'s Mysterious Past, the tapes found in each chapter implied they were involved in unorthodox experimentation. Along with the fact that the factory is deserted in the present suggests it didn't go quite the way they wanted it to.
  • Super Drowning Skills: During Chapter 2, there's a sequence involving rotating bridges above a water tank in the water treatment area. If the player falls into the water, then it is an instant death and they have to start the sequence all over again.
  • Swiss-Cheese Security: For all of Leith Pierre's proclamations of the security system being reliable, you can enter pretty deep into the factory once you get the GrabPack. As the player character, you left the company so you have no Employee ID or credentials to enter. You would think that the cops would have shown up long before Huggy decides to get feisty, even for an abandoned factory.
  • Take That!: Sir Poopsalot looks suspiciously like Freddy Fazbear on the toilet, which is reminiscent of the infamous slime-pooping "Five Nights of Farts" toy. Sir Poopsalot was apparently rejected due to extremely negative feedback from focus groups, with an additional note from management saying "Whoever's idea this was should feel ashamed".
  • Toy Time: You're exploring an abandoned toy factory and using the toy-like GrabPack to collect items and solve puzzles. It's also the only tool at your disposal that makes it possible to escape from or defend yourself against the Living Toys trying to kill you.
  • Tragic Monster: The toys were subjected to experimentation and brainwashing, not to mention that they were originally people Playtime Co. had converted into toys. Yes, they're dangerous and bloodthirsty in the present, but after what they were put through it's hard not to understand where their aggression is coming from.
  • Two Decades Behind: The factory has motion sensors and an up-to-date security system that notify the authorities if you believe Leith's videos... but you're still using a VCR to play videos that explain what is going on. Justified since the last day that the factory was actually in operation was August 8th, 1995 before every employee except the player was killed by the Prototype and the living toys he was controlling during "The Hour of Joy" at 11:00 AM and the main game taking place 10 years after that, implying that it is sometime in 2005.
    • Alarms that called the police were first developed in 1917, while motion triggers were first developed in 1931. So whether Leith Pierre was telling the truth or not, he was at least believable.
  • Unseen Prototype: The first successful experiment the company had was Experiment 1006, the Prototype. What happened to experiments 1 through 1005 isn't mentioned, though there is a report lying around on Experiment 814.
  • Wham Line:
    • The introductory video to the factory has "Leith Pierre" starting with this shocker: "If you're here, then you're trespassing." He proceeds to explain that the security system is on and still working, so you better leave now before the alarms, the cops, and everything else come to get you.
    • In Chapter 2, as Mommy Long Legs is getting crushed to death, she utters this line that might send a shiver down your spine:
    Mommy Long Legs: WHAT HAVE YOU DOOOOOONE?! HE'LL MAKE ME PART OF HIM! YOU... CAN'T DO THIS TO MEEEEEE!!!
  • Wham Shot: In Chapter 2, not long after Mommy Long Legs' death, nearby shutter doors open, and a large, metal, claw-like hand emerges to take Mommy's severed torso.
  • Who Forgot The Lights?: Nobody, but since you're breaking into an old factory, presumably at night, most hallways and rooms aren't illuminated. Most require you to reconnect the light sources to electricity via the GrabPack.
  • You Shouldn't Know This Already: To prevent Sequence Breaking, later versions of Chapter 2 will ignore attempts to solve the train code early, treating entries as incorrect even if it's the correct answer.
  • Zerg Rush: Wack-A-Wuggy has you fend off a number of smaller but just as bloodthirsty versions of Huggy Wuggy by pushing them back into the pipes they crawl out of. A variant of this also appears in Project: Playtime when the monster dispenses survivors into a pit with vents full of them. The objective is the same, but the minigame won't stop until another player gets you back out or you're finished by the mini-Huggies, who get more aggressive the longer you're down there.
    • In Chapter 3, as the player navigates the Playhouse in Playcare, they have to use the orange Flare Gun hand to fend off Smiling Critters plushies, who menace the player in groups.

    Project: Playtime 
  • And Your Reward Is Clothes: The more the game is played, the more the player wins prizes, most of them being clothes for the Survivor or skins for the monsters.
  • Anti-Frustration Features: If you're playing as a survivor and get taken down by a monster, a teammate can either revive you or drag you out of the pit of mini-Huggies and get you back in the game, which is demonstrated in the tutorial. However, there's a Rule of Three to this, meaning that if a player gets deposited into a pit three times, they're out for the rest of the match.
  • Asymmetric Multiplayer: Similar to Dead by Daylight, up to six Survivors can play against a single monster.
  • Canon Immigrant: Killy Willy, a bigger and more dangerous version of Huggy Wuggy created by GameToons, was made officially canon as a rare unlockable Huggy Wuggy skin.
  • Demoted to Extra: The titular Poppy Playtime has a far less important role in this game, though she appears on the Playco. artwork across the maps and in the loading screens.
  • Fluorescent Footprints: Monsters have the capacity to see nearby Survivors' footsteps.
  • Food Eats You: Some Monster Skins have food themes:
    • "Lunch Boxy" turns the living Boxy Boo toy into a hamburger monster with french fries for limbs. Complete with munching and burping sound effects.
    • Mommy Long Legs has the "Mom Spaghetti" skin; which gives her pasta limbs and meatball torso and abdomen covered in tomato pasta.
  • French Maid Outfit: Two unlockable items are these, one for Survivors (complete with Cat Girl ears), and one for Mommy Long Legs.
  • Gratuitous Ninja: The unlockable Ninja Costume (for Survivors).
  • Gold-Colored Superiority: All three monsters have unlockable gold skins.
  • Imminent Danger Clue: The monsters, due to their sizes, make loud stomps when they move. That's the sign you need to run if you hear it right next to you.
  • In a Single Bound: Boxy Boo, due to having spring limbs, has the ability to do powerful jumps, which allows him to catch up to Survivors on higher levels in the maps. Even his normal jump gives him speed boosts while chasing his prey.
  • Jump Scare: After three hits, Survivors will have one from the monster chasing them before they are downed (where they can either get revived by another player or be deposited by the monster). In the sewers, shall the players fail to smack all the Mini-Huggies or land in the hole for a third time, they will get jumpscared by one and officially be killed until the next game.
  • Killer Robot: All three monsters have unlockable Robot skins (with robotic sound effects).
  • Living Motion Detector:
    • Mommy Long Legs is able to look through walls for Survivors for a short period of time
    • A variant; Boxy Boo's music box gets louder each time a player is nearby, which is effective when on the look for survivors.
  • Ninja Maid: Mommy Long Legs' "Maid" skin makes her look cute, but not less dangerous.
  • Odango Hair: Part of the "Neo Punk Girl" outfit.
  • One-Hit Kill: Huggy Wuggy has this ability, unlike the other monsters.
  • Play as a Boss: One player among the others is given the opportunity to play one of three monsters: Huggy Wuggy, Mommy Long Legs or Boxy Boo, and must down/kill as many as possible.
  • Player Elimination: Players have three lives and can be pulled from the sewers by other players only twice. Otherwise, they will be killed by the Mini-Huggies and has the wait for the game to be over in order to win their tickets.
  • Promoted to Playable: Huggy Wuggy and Mommy Long Legs were the past Arc Villains of their respective chapters; in this mode, they are the playable villains who must track down and kill as many survivors as possible.
  • Remember the New Guy?: The character of Boxy Boo was introduced in the cinematic trailer of the gameplay. It sparked a lot of theories that he might be the next Arc Villain for the upcoming third chapter.
  • Rule of Three: The Survivors can take three hits from a monster before they are put down, and have three lives in total (they lose a life each time they end up in the sewers, and permanently die in-game the third time they are deposited).
  • Scary Jack-in-the-Box: Boxy Boo, who can jump the highest and whose music box allows him to track players nearby.
  • Shout-Out:
    • One of Mommy Long Legs' skins, "Mom Spaghetti", is a Visual Pun on Eminem's song of the same name.
    • Another skin of Mommy Long Legs is an octopus form called "Octo-Mom", possibly referencing to the video game Octo Dad. Her name may also refer to Nadya Suleman, who appeared in various talk shows and documentaries with the nickname of "Octomom" for having given birth to octuplets.
  • Tentacled Terror: Octo-Mom, one of Mommy Long Legs' skins.
  • Unnecessary Combat Roll: Subverted. Doing combat rolls allows the player to escape faster when being chased by the monsters (or just be faster in general). However, it takes a short amount of time before they can roll again, so they must be careful not to do a truly unnessecary roll when the situation calls for it.
  • X-Ray Vision: Mommy Long Legs is revealed to have this, though she can only see for a short period of time and must wait before doing it again.

 
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Smiling Critters

A show about cuddling animals having fun... except it's actually horror.

How well does it match the trope?

4.95 (22 votes)

Example of:

Main / SubvertedKidsShow

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