Floppaland

← All concepts

πŸ› οΈ IN DEVELOPMENT Β· NOT IN THE PUBLIC GAME YET

πŸ“– Floppatopia

A team RPG set in the Floppaland universe, now being built. Make your party of four in the character designer, cross eight worlds on the world map, win back the faces Baron Blank stole, and grow stronger and closer at the inn after every level. After the story, a ninth island waits. Working title.

9worlds
82stops on the world maps
13classes
10personalities

The story

On Big Catch Day, the home island's biggest festival, the Museum shows an old portrait that was never finished: a noble cat with a blank oval where the face should be. A spark from the Fallen Star brings it to life as Baron Blank. He peels the villagers' faces off like stickers, tries each one on, and flings them onto monsters all over the islands. Only Floppa, late as always, still has a face. Floppa sets out alone, friends join on the road, and every beaten monster sends a face home.

A village square at dusk: a portrait with a blank face floats in a gold frame with long arms, holding up stolen faces over five faceless villagers
Big Catch Day: Baron Blank climbs out of his frame and steals the villagers' faces. Every picture on this page is rendered in Godot with Floppaland's own models.

Cast your story

Who plays the Curator, the Fisher, the Warrior and the others, and who is Baron Blank? Keep the island villagers or make every role in the character designer, with their own name. Change the cast any time from the world map.

The Story cast screen: a list of roles on the left, and on a village square seven characters in a row with their names above them, Baron Blank's gold frame behind them with a designed character inside
The story cast. Every role can be an island villager or a character you made, and the Baron's portrait shows whoever you cast as the villain.
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Your cast, your faces

The Baron steals the faces of the cast, so the monsters wear the faces you picked. The first boss wears your Curator's face, the second your Fisher's, and so on.

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In every scene

Cast characters show up in the story scenes, in towns and on the road, and the story uses their names.

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They join you

Every villager you rescue from a boss joins your team, with the look you gave them.

A meadow battle: four heroes in helmets face the Great Gloop, a big yellow slime wearing the Curator's face
Bosses wear a stolen face, and it can be one of your story cast.

Built so far

A playable version runs in the development build: the whole journey from the festival to the last world, with a map for every world, the inn, towns, battles and story scenes. Pictures from it:

The Volcanic Island world map: dark ground, a volcano with glowing lava streams, glowing stops joined by dotted paths and the team on a cleared stop
Every world has its own map; a pink bubble floats over each road you haven't cleared yet.
A meadow battle: four heroes in helmets face a slime and a frog monster while a spell bursts between them and a big 134 pops up
Every class has its own attack and every spell its own look.
A town square with colourful houses and bunting, five heroes and villagers standing on the paving
Towns by day, each world with its own colours: the inn, shops, the smith, the Class Hall and more.

The world map

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Eight worlds, eight maps

Each world is its own little map of stops: levels, a town, a secret level and the boss, with a landmark at the back: a shipwreck, a crystal mine, a pyramid, a crypt, a volcano, an ice castle, a museum full of giant frames and, after the story, an old tower on a mountain. Beat the boss and the next world opens; earlier worlds stay open for training.

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Forks in the road

From the second world on, the road splits: pick one of two paths to the boss, or come back later for the other one.

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Side exits

Some roads split at an old signpost. The overgrown path leads to a hidden side exit, and a secret stop appears on the map.

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Story scenes

Short scenes when you arrive in a world, before each boss and when the faces fly home.

The Home Island world map: green fields, glowing stops joined by dotted paths, a yellow flag on cleared stops, a pink stop with a ! for the next road and the team standing on a stop
Home Island, the first world. Pink stops are new, yellow ones with a flag are fully explored.
The Blank Gallery world map: purple ground with giant picture frames, a white museum at the back and glowing stops joined by dotted paths
The last world, the Blank Gallery, with forks and a secret studio.

Battles

You lead, your friends act. You choose what your own hero does; the other three decide for themselves, based on their class, personality and friendships.

A sunny meadow battle: a hero with star eyes cheers after a hit, a slime and a frog monster burst into clouds and damage numbers pop up
Battles are full of reactions: heroes cheer with star eyes, monsters puff away and damage pops up.
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Your commands

Fight, Skills, Snacks, Help a friend or Guard. Battles are turn-based and easy to learn, and the others' turns can run faster.

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Face Hit

Attack a monster that wears a stolen face and a timing bar appears. Hit the gold zone for a strong hit that also stuns it.

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Free tools

Tonic Drops heal HP or MP, and the Safe Spot lets a hurt friend rest until you call them back. Neither uses up your turn.

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Team skills

Good friends cheer each other on, follow up attacks, take hits for each other and team up, and every time it happens a banner pops up.

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Monsters with a trick

Every world has monsters with their own trick: some hide in a shell (magic still gets through), wind up a huge attack (time to Guard), dig underground, call a friend, grab your coins and run, or burst when beaten.

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Bosses get serious

Bosses grow tougher from world to world, and below half HP every boss gets serious: a banner, a red glow, and harder, faster attacks for the rest of the fight.

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Gear you can see

Every hero holds their class's weapon in battle, and it changes with their gear: wood, stone, bronze, iron, gold and blackstone.

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Hits you can feel

Heroes wind up and leap in, spells fly across, hits flash and knock monsters back, big hits shake the camera, and every beaten monster's stolen face flies home.

On the road

Every level is a road the party walks as a 3D side-scroller, and things happen on the way.

Four heroes walk a dirt path along a wooden fence through a flowery meadow, with the road map in the corner
Every level is a road the team walks. The map in the corner shows where the road splits and where the inn waits.
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It walks on its own

The heroes walk the path by themselves and the camera follows from the side. The walk stops whenever something happens, and a bar shows the stops still ahead.

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Events on the way

Monsters jump out, chests appear (some of them bite, some hold outing tickets), heroes chat and grow closer, forks ask which way to go, and travelling shops and campfires wait along the road.

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Faceless villagers

Villagers with no face wait by the path and ask for help. Beat the monster wearing their face and it flies right back.

Your team

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Made in the character designer

Every team member is a character you make with the game's own Customize editor, or pick a ready-made look to go fast. Restyle them any time at a town's wardrobe.

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Friends join on the road

Floppa starts alone. Lynn, Jack and Rex join one by one in the first world, and every villager you rescue from a boss joins too: up to eleven heroes. You choose a class for each of them.

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The bench

Four heroes fight, the rest wait at the inn and still learn from every battle. Swap them in any time from Party on the world map.

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The team split

In the Skeleton Grave the Collector traps three of your friends in golden frames. Friends from the bench step in, and the team has to beat the ghost ship to win them back.

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The Class Hall

From the second world on, the Class Hall in every town lets a hero change class. They keep their level, and every class remembers its own rank and skills.

The party panel over the world map: four hero cards, and below them three friends on the bench, each with buttons to swap in for a fighter
The bench: rescued friends wait here and can swap in for anyone but Floppa.
A graveyard at dusk: a tall figure in a purple coat, top hat and monocle raises a golden lasso while two heroes stand trapped inside golden glass frames
World 5: the Collector traps three friends in golden frames, and friends from the bench step in.
A wooden ship's cabin wall with portholes and three golden frames, each with a trapped hero inside, while the stand-in team looks on
Below deck on the ghost ship, the frames are waiting to be broken open.
The Class Hall in a town: a list of classes with their ranks on the left, the hero in the plaza, and a card with the Idol class's stats, skills and a Become an Idol button
Mentor Maple's Class Hall: try a new class without losing your level.

13 classes

Six classes are open from the start and seven more unlock along the journey. Each has eight skills to learn.

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Brawler

Front-line damage

Heavy Swing, Whirlwind, Blackstone Blow

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Tide Mage

Elemental damage to groups

Spark, Tide Wave, Tsunami

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Healer

Healing and cleansing

Soothing Song, Revive Tune, Miracle Tide

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Sneak

Speed, critical hits and stealing

Quick Stab, Pocket, Grand Heist

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Cook

Food healing, team boosts and fire

Snack Toss, Spicy Bomb, Grand Feast

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Caracal

Fast pounces in a Floppa hood

Pounce, Big Stare, Floppa Supreme

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IdolCHAPTER 2

Team boosts, stuns and charms

Cheer Song, Encore, Grand Concert

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GuardianCHAPTER 2

Draws and blocks hits

Taunt, Cover, Unbreakable

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TinkererCHAPTER 3

Gadgets, turrets and repairs

Gadget Zap, Auto Rod, Mega Machine

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BloomCHAPTER 4

Regrowth, earth magic and sleep

Sun Soak, Pollen Puff, World Tree

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NightfangCHAPTER 5

Drains health and rises once

Bite, Undying, Midnight

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RascalCHAPTER 6

Chaos: huge hits or nothing

Mischief, Copycat, Grand Prank

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NobleCHAPTER 7

Orders, light magic and coin power

Royal Order, Gold Toss, Royal Banquet

10 personalities

The same personalities Floppaland's villagers have. They change how a hero acts in battle and who they get along with.

Lazylike Leo

May take a nap mid-battle to recover HP and MP, and sometimes dodges by flopping flat.

Energeticlike Jack

Sometimes acts twice in one turn, and rallies the team when a friend falls.

Gloomylike Morty

Hits harder when things look bad, and can sigh an enemy into weakness.

Perfectionistlike Lynn

Never misses and finds every weak spot, but may waste a turn fixing gear.

Eccentriclike Nix

Comes up with odd but useful ideas, like throwing a fish from a pocket.

Grumpylike Ace

Hits back when hit, but may snap at a friend who tries to help.

Artisticlike Zack

Paints boosts onto friends, though sometimes stops to admire the view.

Anxiouslike Zig

Dodges like nobody else and heals friends early, but may freeze before big bosses.

Showmanlike Rex

Steals the spotlight to draw attacks, and sometimes repeats a skill for free.

Pragmaticlike Toby

Saves MP and always finishes off the weakest enemy first.

Friendships

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Twelve levels

Heroes grow closer by fighting side by side, sharing a room and going on outings. Each level unlocks a team skill: cheering, covering hits, avenging a friend, team-up attacks.

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Quarrels

Some personalities clash. A night of arguing about the window side can start a quarrel; talking it out in a shared room or a sad poem from a gloomy friend makes them up again.

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Jealousy

When a hero's best friend gets much closer to someone else, they may get jealous and sulk, and the two start a quarrel. Put them in the same room and they usually talk it out.

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An animal friend

In the second world, a seal, an otter or a pelican joins as a fifth fighter. It stands in front of the team and acts on its own, and at the inn it takes a bed: sharing a room with a hero builds a bond that makes it stronger.

The upstairs of the inn at night: two heroes laugh together in one bedroom while a third watches from the next room with three dots above them
Floppa worries that Lynn likes Jack better now. A sulk tonight, a quarrel tomorrow, unless they share a room and talk it out.
A beach battle: the team of four and a small otter face a clam, a gull and a crab while Up boosts pop over the heroes
Companions like the otter fight next to the team on their own.

The inn

Every level ends at the inn: a cozy house cut open like a doll's house, with three bedrooms upstairs and the lobby downstairs.

A two-storey inn shown as a doll's house at night: three lamp-lit bedrooms upstairs, the team gathered in the lobby below by the dining table and a glowing fireplace, a starry sky, a lamp post and an inn sign in the garden
The inn at night: lamps glow, the fire crackles and the team gets ready for bed.
The inn by day as a doll's house: three bedrooms with the four heroes in them, and the room panel to pick who shares a room
Pick who shares a room tonight; friends who sleep in the same room get closer.
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Rooms

Drag the heroes into the three bedrooms. Roommates grow closer overnight, and their little scene plays when the lights go out: a chat, a quarrel, a midnight snack raid, snoring, a nightmare, stargazing or a pillow fight.

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Requests

A "!" over a hero means they want something: to share a room with a friend, a dish they are craving, some coins for new gear, or an outing together.

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Friendship level-ups

When two roommates grow closer, they cheer, hearts fly and a banner shows the new team skill they just unlocked.

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Breakfast

Monsters drop dishes of their element. Eating them makes heroes permanently stronger, favourites count double, and a craving that comes true gives extra stats.

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Good morning

The sun comes up through the curtains, everyone stretches and yawns, and the friends on the bench lounge in the lobby downstairs.

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Outings

Outing tickets from treasure chests send two friends on a trip: a FloppaKart race, a Floppaparty night, a museum visit, a beach day or stargazing.

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The Game Corner

The innkeeper hands out a game ticket every night, and treasure chests sometimes hold one. Spin the prize wheel for coins, snacks, food, XP, friendship or the jackpot, or play rock-paper-scissors against the innkeeper: every win raises the prize, until you stop or lose.

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The Friends board

In the lobby, see how close every pair is, which team skill comes next, who is quarrelling and how strong the animal friend's bonds are.

Close-up of a bedroom with striped wallpaper: a white cat waves under an orange exclamation-mark bubble while a caracal stands by the bed, with the buttons I'll see what I can do and Not tonight
Requests: Lynn asks for a dish for breakfast.
A bedroom at night with a moonlit window: a caracal and a white cat swing pillows at each other as feathers fly, with the words Pow! and Hah! above them
Lights out: each room's little scene plays out, like this pillow fight.
Two cats cheer in a lamp-lit bedroom as pink hearts rise, with a gold banner: Floppa and Lynn, friendship level 3, new team skill: Follow-up
A friendship level-up overnight: hearts, a cheer and the new team skill.
Four cats sit behind the dining table downstairs while hearts and the words Just what I wanted! rise above the white cat; below, food buttons with small pictures of soup, fish, tart, bun, noodles, tea and a starfruit
Breakfast: Lynn gets the honey bun she was craving.
The upstairs of the inn in warm orange morning light, heroes standing by their beds stretching, with yaaawn and stretch floating above them
Good morning: sunrise through the curtains.
The inn's lobby with the team watching on the left and a colourful prize wheel on the right, landed on a prize
The Game Corner's prize wheel. One ticket per spin.

The journey

Eight worlds across Floppaland's islands and then into the portrait, and one more island after the story.

  1. 1
    Home Island Β· by rowboatBig Catch Day goes wrong, friends join on the road, and the Great Gloop wears the Curator's face.
  2. 2
    Coral Atoll Β· by rowboatA reef festival cut short, and a new animal friend.
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    Granite Peak Β· by sailboatMiners without faces and a titan of stone.
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    Sunscorched Mesa Β· by sailboatDesert islands under a Blood Eclipse.
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    Skeleton Grave Β· by sailboatSkeleton camps, a ghost ship and the Collector.
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    Volcanic Island Β· by paddle steamerA waking volcano, a magma golem and a phoenix.
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    Frozen Isles Β· by paddle steamerIce palaces and a red-hot porcupine.
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    The Blank Gallery Β· through the frameBaron Blank's painted world and the final battle.
  9. 9
    The Mountain Tower Β· after the storyA new island rises out of the mist: the strongest monsters of every world, and a giant tortoise asleep at the top.

After the story

Win back every face and a new island rises out of the mist: the Mountain Tower, a post-game world for the strongest teams.

The world map of the Mountain Tower: a grey mountain with snow and stone steps up to a round white tower with a red roof and a blue flag, pine trees around it
The Mountain Tower, the island that appears after the story. The road climbs past Summit Camp, splits on the ridge and has a side exit to the Eagle's Nest.
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Tough monsters

The strongest monsters of every world meet on its slopes, from stone golems and storm sprites to frame knights, level 44 to 52.

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The oldest creature

At the top the hill starts to move: a giant tortoise with the old tower on its back. It hides in its shell and winds up attacks that hit the whole team.

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A treasure

Beat it for the Mountain pearl, 3000 coins and game tickets for the inn.

A snowy battle: the team faces the giant Mountain Tortoise with a little tower on its back, the command menu open
The Mountain Tortoise, the post-game boss, with a whole tower on its back.

Enemies

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Monsters with stolen faces

Every monster wears a face Baron Blank stole: ordinary monsters wear islanders' faces, while elites and bosses wear the faces of villagers you know. Slimes, goblins, skeletons and stone golems from the islands meet new monsters like Puddle Frogs, Zap Beetles and Wobble Jellies, and each world ends with a boss you have to outthink.

πŸ’¬ Would you play this?
It is still being built. Tell me what you think, what you would add and what you would change.