π 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.
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.

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.

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.
In every scene
Cast characters show up in the story scenes, in towns and on the road, and the story uses their names.
They join you
Every villager you rescue from a boss joins your team, with the look you gave them.

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


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.

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.
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.
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.
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.
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.
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.
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.
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.

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.
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.
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
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.
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.
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.
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.
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.




13 classes
Six classes are open from the start and seven more unlock along the journey. Each has eight skills to learn.
Brawler
Front-line damage
Heavy Swing, Whirlwind, Blackstone Blow
Tide Mage
Elemental damage to groups
Spark, Tide Wave, Tsunami
Healer
Healing and cleansing
Soothing Song, Revive Tune, Miracle Tide
Sneak
Speed, critical hits and stealing
Quick Stab, Pocket, Grand Heist
Cook
Food healing, team boosts and fire
Snack Toss, Spicy Bomb, Grand Feast
Caracal
Fast pounces in a Floppa hood
Pounce, Big Stare, Floppa Supreme
IdolCHAPTER 2
Team boosts, stuns and charms
Cheer Song, Encore, Grand Concert
GuardianCHAPTER 2
Draws and blocks hits
Taunt, Cover, Unbreakable
TinkererCHAPTER 3
Gadgets, turrets and repairs
Gadget Zap, Auto Rod, Mega Machine
BloomCHAPTER 4
Regrowth, earth magic and sleep
Sun Soak, Pollen Puff, World Tree
NightfangCHAPTER 5
Drains health and rises once
Bite, Undying, Midnight
RascalCHAPTER 6
Chaos: huge hits or nothing
Mischief, Copycat, Grand Prank
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
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.
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.
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.
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 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.


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.
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.
Friendship level-ups
When two roommates grow closer, they cheer, hearts fly and a banner shows the new team skill they just unlocked.
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.
Good morning
The sun comes up through the curtains, everyone stretches and yawns, and the friends on the bench lounge in the lobby downstairs.
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.
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.
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.






The journey
Eight worlds across Floppaland's islands and then into the portrait, and one more island after the story.
- 1Home Island Β· by rowboatBig Catch Day goes wrong, friends join on the road, and the Great Gloop wears the Curator's face.
- 2Coral Atoll Β· by rowboatA reef festival cut short, and a new animal friend.
- 3Granite Peak Β· by sailboatMiners without faces and a titan of stone.
- 4Sunscorched Mesa Β· by sailboatDesert islands under a Blood Eclipse.
- 5Skeleton Grave Β· by sailboatSkeleton camps, a ghost ship and the Collector.
- 6Volcanic Island Β· by paddle steamerA waking volcano, a magma golem and a phoenix.
- 7Frozen Isles Β· by paddle steamerIce palaces and a red-hot porcupine.
- 8The Blank Gallery Β· through the frameBaron Blank's painted world and the final battle.
- 9The 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.

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

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