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fluffcorps.bsky.social
@fluffcorps.bsky.social
Dev blog for F.L.U.F.F CORPS, a run-n-gun platformer that borrows from classics like Gunstar Heroes, megamanX, and other genre classics
Reposted
if people don't think you're crazy, you're not dreaming big enough
November 24, 2025 at 12:44 PM
Reposted
Been making some significant progress, and I finally have enough to feel worth sharing at least a general engine/enemy AI test. I've made a lot of improvements to enemy AI, physics and platforming, ect. But what do YOU think! Feedback is welcome!
#gamedev #indiegame #furrygame
November 23, 2025 at 4:02 AM
Idly sketching up what the FLUFF gear might look like on the different varieties of diatant future animal people
November 23, 2025 at 12:30 PM
Reposted
having a normal one right now
November 22, 2025 at 1:59 AM
Been making some significant progress, and I finally have enough to feel worth sharing at least a general engine/enemy AI test. I've made a lot of improvements to enemy AI, physics and platforming, ect. But what do YOU think! Feedback is welcome!
#gamedev #indiegame #furrygame
November 23, 2025 at 4:02 AM
SO, the basic enemy pathfinding is generally where I want it to be, I just need to do some cleanup and fixes because once again I messed up the collision masks.

Now they're using the correct masks for all their states, but I have to clean up the distances and clearance checks to match.
#gamedev
November 13, 2025 at 4:23 PM
Been working on some more sprites for the generic mooks. Every bad guy needs a good war cry, right?
#gamedev ##pixelart #gameart #furrygame
November 2, 2025 at 3:25 PM
Sketching up boss ideas this morning, some mysterious figure, standing atop an aerial mech of some kind. What is she after?
Obviously just a rough sketch so far, but I'm trying to blend some 80s and 90s toy and robot designs.
#gameart ##furrygame
November 2, 2025 at 3:22 PM
Managed to make a model of the FLUFF CORPS cruiser using @kenney.nl's Asset Forge. Hopefully with some careful tweaking and exporting, I can use this kinda model for some scrolling shooter/rail shooter levels.
#gamedev #spaceship
October 31, 2025 at 3:29 AM
Reposted
Alrighty, here's the two character select icons for Nova (bunny) and Astra (mouse).
#gamedev #pixelart #gameart #furrygame
October 17, 2025 at 4:15 AM
Alrighty, here's the two character select icons for Nova (bunny) and Astra (mouse).
#gamedev #pixelart #gameart #furrygame
October 17, 2025 at 4:15 AM
Man, I've really been fighting the temptation to switch from pixel art to regular drawn art. I'm more experienced with regular art, but I feel as though pixel art might be a little more forgiving when it comes to animation and maintaining a consistent scale.
Any thoughts or advice?
#gamedev
October 16, 2025 at 4:38 PM
Reposted
Decided to resize the character icons to fit a little better on screen, took the time to re-do Astra's icon altogether.
Next up I gotta do Nova's.
#gameart #pixelart #furrygame
October 12, 2025 at 1:59 AM
Decided to resize the character icons to fit a little better on screen, took the time to re-do Astra's icon altogether.
Next up I gotta do Nova's.
#gameart #pixelart #furrygame
October 12, 2025 at 1:59 AM
I know most of what ive been posting here has been concept sketches, but thats kind of the phase im at currently.

not much to show when it comes to the game itself yet since ive mostly been working on tweaking and cleaning up the core gameplay and player movement
#gamedev
October 10, 2025 at 9:39 PM
Uh-oh. Now he's mad. Still figuring out aspects of the villainous General's design. Mostly details like his hands and overall proportions.
#gameart #furrygame
October 10, 2025 at 12:17 PM
Another game related sketch today. Drew the science snek again. Its not hard to get Gizmo going on an infodump about the tech she's built! This may eventually be one of her cutscene/menu emotes in game.
#gameart ##furrygame
October 6, 2025 at 5:23 PM
Was pondering on visual inspiration for the vehicles, mecha, and general aesthetic for the setting, and an idea came to me, lol
October 6, 2025 at 2:06 PM
After some feedback I've decided to slow down the player movement a bit, and ditch the double-jump. Since the gameplay is sort of a blend of run-n-gun and beat-em-up, I want to lean more into that. trade specials for a dedicated melee button, and have any extra gear be passive or something
#gamedev
October 6, 2025 at 12:59 PM
After a rough summer with little progress, im trying to get back on track with this game, so here's a sketch of Astra to kick things off!
#gamedev #gameart #furrygame
October 5, 2025 at 3:06 PM
Reposted
Made some big improvements over the last week. Controls and Aiming and firing have been polished quite a bit, and I've put a lot of work into the basic trooper AI, so they can now follow the player up and down (boy the previous code I had was a mess)
#gamemaker #indiegame #screeshotsaturday #gamedev
March 2, 2025 at 2:39 AM
Made some big improvements over the last week. Controls and Aiming and firing have been polished quite a bit, and I've put a lot of work into the basic trooper AI, so they can now follow the player up and down (boy the previous code I had was a mess)
#gamemaker #indiegame #screeshotsaturday #gamedev
March 2, 2025 at 2:39 AM
So... I just spent a couple of hours going through my entire #gamemaker project to figure out why a specific key combo wasn't working.
I checked every single object, script, and function, trying to find the conflict.
Folks, it was my cheap keyboard not registering that combo for some reason
#gamedev
February 24, 2025 at 5:08 PM
Oh hey! 100 people following! Nice!
Thanks for all the follows!
February 24, 2025 at 3:59 AM
Just showing some progress with re-building the player physics to be a bit less clunky, as well as major improvements to jump-through platforms and ledge grabbing, including grabbing onto moving platforms.
look at her go!
#gamedev #gamemaker #furrygame #indiegame
February 23, 2025 at 3:18 AM