Mr. Fluff by Nazorus
Post-Mortem
I wrote a post-mortem if you'd like to read about the development of this game and how I tried to use skills I do not have: https://ldjam.com/events/ludum-dare/46/mr-fluff/$206521
My Compo Game
Mr. Fluff is a tamagotchi-style survival shooter game.

You must take good care of Mr. Fluff by giving him food, water, and cuddles. Understanding the needs of Mr. Fluff can be tricky so pay close attention to his shape, color, and motion to know what his current needs are.
Give Mr. Fluff all your love, but be careful not to overdo it, he is a very delicate!
Your new friend Mr. Fluff is all you have in the world, so be sure to defend him against anyone or anything that may cause him harm. By shooting them.

The game is quick and easy to play in your browser, all you need is a mouse to click and shoot, but you can check out this video if you don't feel like playing!
https://www.youtube.com/watch?v=5bgsOMHr0Vk
Thanks for checking out Mr. Fluff!
This is a web browser game made using PixiJS and plain old Javascript.
- Images were made using Microsoft Paint 3D.
- Sound effects and music were recorded with Audacity.
- Music was played on my good old SG :metal: (with poor guitar skills).
The game is hosted on my own website or itch.io, and has been tested on Chrome, Firefox, and Opera. It does not seem to work on Edge.
A mouse is required to play, mobile is not supported (at least for now).
This my first Ludum Dare submission and very first finished solo developped game :v: (please have mercy)
| Youtube | http://nazorus.me/mrfluff/ |
| Youtube | http://nazorus.me/mrfluff/sources.zip |
| Youtube | https://nazorus.itch.io/mr-fluff |
| Youtube | https://gitlab.com/Nazorus/bunny-care-extreme |
| Original URL | https://ldjam.com/events/ludum-dare/46/mr-fluff |
Ratings
| Overall | 569th | 3.387⭐ | 33🧑⚖️ |
| Fun | 385th | 3.469⭐ | 34🧑⚖️ |
| Innovation | 804th | 2.938⭐ | 34🧑⚖️ |
| Theme | 168th | 4.047⭐ | 34🧑⚖️ |
| Graphics | 685th | 3.172⭐ | 34🧑⚖️ |
| Audio | 130th | 3.75⭐ | 34🧑⚖️ |
| Humor | 61th | 3.891⭐ | 34🧑⚖️ |
| Mood | 393th | 3.371⭐ | 33🧑⚖️ |
| Given | 43🗳️ | 42🗨️ |
Still not sure how to see if he needs water. hmm..
The gun reminded me of the Amiga game "It Came From The Desert".
Love the art, music and the gameplay, al in all great job. :)
Realy nice game! :)
For sure wasn't expecting a zombie apocalypse while feeding my rabbit XD
I think what made the gunplay fun was adding the flashing background and that small but noticeable animation on the gun, along with the sound effects. The three combined make for a pretty "crunchy" feeling somehow :sweat_smile:
I agree that the rabbit's needs could be clearer, I wanted to keep it a little vague so players have to do some guesswork while shooting the zombies instead of just "click to fill the gauge" which I was afraid would be too trivial/boring.
About thirty seconds in I needed to see if you could shoot the bunny. Yep.
Had fun shooting zombies, but he died of dehydration. I didn't notice the visual cues and didn't even realize he needed anything. Second playthough I tried clicking buttons and I realized how to tell what he needs.
I was quite a fan of the theme that you used, but for me the best inclusion was the "pew" effect whenever you shoot. Absolute gold right there. I also loved the doom-guy-esque hand that holds the gun.
The visuals are probably the aspect that could benefit from attention the most - really just in terms of making sure they're consistent. But that's mostly just a polish thing I think. And as others have mentioned, increasing the difficulty would be great too. :slight_smile:
Thanks as well for you comment @guille :slight_smile:, I absolutely agree that the difficulty curve could be improved. Strange issue with the audio, which browser are you using?
Something tells me that with a little better colour selection, your art would look more appealing BUT even as it is now, I fnd it charming.
ps:
> DEATH BY BETRAYAL
is my favourite death
It's also awesome to have an analogue soundtrack, not something you see in a lot of jam games.
@scott-steffes I'm happy to read that, I made a point of not using "absolute" indicators like a hunger/thirst/stress bar to make things less trivial and slightly more ambiguous. The hand is supposed to represent pets or cuddles to reduce the stress level of Mr. Fluff :wink:
I chose to use my guitar because it was the easiest way for me to create music with my very lacking skills, but in the end it was surprisingly well received. I'm glad you like that it's "hand made" music, I had a lot of fun making it and it makes me want to try that again one day :v:
This is a fine, functional mash up. Nonetheless, in the end it gets repetitive and doesn't seem to get more difficult either, which too is a problem. I would suggest adding cooldowns/delays to every action as well as making the zombies more resilient. Here's how it would work.
The wabbit actions can only be done one at a time and they all take a set duration (2-3 seconds) to complete. Shooting zombies while on these tasks will reset the clock and the task has to be started all over again, so timing is key.
Zombies should take multiple hits to go down. At least two. Additionally the first shot could injure the zombie leading to a variety of states: shoot the head off and the zombie will start randomly changing direction, shoot the legs and the zombie will start slowly crawling towards the wabbit and so on.
The weapon too could have some delays, both between shots and for reloading. These would once again force the player to time their actions properly and choose targets leading to light tactics.
So, this is well put together, but the design is too simple.
Small yet precise with the theme, and able to make me laugh a couple of times. Nice job!
@ben-newington I'm glad you liked the "hidden" needs of Mr. Fluff :smile: , I felt it would be better to have ambiguous visual cues to keep the player on edge and give more significance to the pet-care aspect of the game by emphasizing guesswork, instead of just having to fill bars.
@huvaakoodia Thanks for all the constructive criticism and ideas, I'll definitely keep those in mind if I resume development of the game one day. I fully agree that the game's difficulty curve isn't satisfying right now, and the bunny care action durations are a good idea to add some challenge, I also like the idea of having some enemies take multiple hits. I'm conflicted on reloading because it makes the gunplay less "pure" but I'm a bit biased on that subject. Again, thanks for taking the time to write all this :thumbsup: