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Showing 4 reviews for Fight the Fluff. all reviews

Fight the Fluff
by amarillion, oliviags and donall
all reviews of Fight the Fluff

Review by marcdev30 all reviews by marcdev30

The concept is great but is a little bit repetitive and hard. Good job, anyways!

Scores: Overall 3 Artistical 3 Technical 5 Genre 2

Review by Kuros all reviews by Kuros

This game caught my attention during the gamejam in the logs. I like these kind of gridlike puzzle games. The goal is to create a pathway from point A to B, and enable your lemmings in the shape of banana’s reach their goal. Well in this case it’s precious cargo that two space adventurers, Fole and Raul need to secure. But there is trouble, fluffy bunnies destroying the path you created.

The game plays straight forward. Drag and drop tiles to create a pathway. You can rotate the tiles before grabbing them. The artstyle is easy on the eyes, and I like the weird story of the game. It’s clear that this game had to be compatible with phones and tablets. Because controlling the rotation of these tiles could’ve been made a bit more intuitive for PC players. But then you would’ve had two control schemes, two ways of playing the game. And a gamejam is just too short for that.

The game itself falls short in my opinion. There is one trick to beating it, and it’s an easy trick to find. Create a pathway fast, and from there on out it becomes a game of whack a mole. Drag and drop the bunnies before they blow up a tile. If you place random tiles next to the pathway, half of the bunnies won’t interfere with your path. And in some cases bunnies spawn very rarely. When not using this trick the game is still pretty easy.

There is a bug starting from stage 3 which make playing the game very frustrating. The tiles won’t always rotate in the preview top left, and when dropping the triangle shaped tiles on the grid, they get places with a random rotation. So it’s a gamble which way the pathway falls. Two missing gameplay mechanics emphasize this frustration. When you grab a tile from the previous, you can’t drop it back if you for example made a mistake with the rotation. If you want to drop it back, it gets placed in the grid tile underneath. You also can’t destroy tiles you placed. So in the case of level 3, when the tiles gets rotated randomly, you’ll have to wait and be lucky enough for a bunny to blow it up. There also isn’t a menu to restart the level.

I like the concept and general idea, but I think this is a game where there wasn’t a lot of playtesting. Most of the things I found during my first playthrough, and I think they could’ve been easily fixed.

About the code! Props to the team for making this game with Typescript. Code looks good javascript wise.

Scores: Overall 4 Artistical 3 Technical 4 Genre 3

Review by Joiltt all reviews by Joiltt

Fight the Fluff is an interesting submission, with gameplay not unlike old flow based puzzlers. Its hook is that it features nonstandard tile types that mix up the challenge with each stage.

The triangle stage caused me a bit of frustration at first, with the triangles coming into 2 different orientations.
If a tile is dropped on a tile not matching its configuration, the game will rotate it for you.
This can get confusing quite fast (and is likely intentional, intended as a challenge).

After a while I managed to find a quite interesting cheese strategy:
By dumping all corner tiles quickly around the edge of the map you can create little islands for the floofs to spawn on. Then you can use the multi-exit pieces to build an easy path in the middle with little effort.

Fun challenge, had a giggle, nice game

Scores: Overall 3 Artistical 3 Technical 4 Genre 3

Review by Tijzz all reviews by Tijzz

First of all, cool game! The concept is simple, but it works. There are no gamebreaking bugs and I was able to finish the whole game.

There were a couple of flaws however. The first being that you cannot put back a tile the moment you grabbed it, or rotate it after you grabbed it. This happened a couple of times and it just felt that I should have been able to do so.
The second flaw is that after a tile has been placed, it cannot be removed or replaced. You just have to wait until a Fluff has destroyed it, which sometimes just had you waiting instead of playing the game. What was cool though, is how you could manipulate the Fluff to destroy a specific tile, dragging the Fluff to that tile the moment it started shaking. I don't know if this was an intended mechanic, but it gives the player more control. Which is good!
A next flaw is that after the triangle level (I think), the shapes in the top right corner do not match all the shapes on the playing field, no matter how you turn the tile. If you want to place the tile in one of these shapes you can do so, because the tiles snap in place. However, this also changes the direction of the road seemingly random. (It is probably not random, but very difficult to predict) This made it so I just placed all the corner-road squares in random spaces, waiting for specifc tiles to easily build the road.
The fourth flaw is that after completing the road, it just became a waiting-drag-and-drop game until you completed the game. This just felt a bit boring, but it was fine.
Finally, it would have been cool if there was an ending screen. After the last level, it just looped around to the first level. I takes no time to make, but just gives this final touch to the game, rewarding the player for finishing the game.

The use of the Escher-shaped grids was nicely done in my opinion and I would be curious if it could be taken a step further by using his more complex Tessellation works. (Maybe it doesn't work at all, but that is something you'd have to try.)

The use of the humor rule was not really existent in my opinion. The dancing bananas where amusing, but nothing made me laugh out loud. Anyway, it is a difficult rule to implement.

All in all, I think you guys did a good job. The music worked very well and I enjoyed playing the game!

Scores: Overall None Artistical None Technical None Genre None