A Heart Full of Fluff is a third person action adventure game in which players take on the role of a teddy bear traveling to the land of Underbed each night via a portal present under every child's bed. All of the portals lead to one giant portal in Underbed where the teddies have established a fort which they defend each night from the nightmares that inhabit Underbed. You are a new teddy travelling to Underbed for the first time as a new recruit.
Players play an unnamed teddy bear who arrives in the Underbed as a new recruit after completing a build-a-bear section where they create their character. S/he is equipped with a few basic weapons and sent into the Underbed to defeat monsters as part of the scout bears.
The player has two forms of health, stitches and fluff. Stitches act as a kind of armor and can only be regenerated by gaining them from enemies (explained later) while fluff can only be restored from stuffing packs and health stations in outposts. Players can also scavenge makeshift fluff from the environment through survivalist first-aid which will temporarily return health but if not replaced with real fluff will start to damage the player after a time by rotting.
The player has access to three weapons at the start of the game, a needle, a un-picker and a fluff cannon. The needle is strong melee weapon which consumes stitches to attack and can initially link enemies together and be used as a grappling hook. The un-picker is weaker than the needle but restores stitches when it hits and can be used to un-pick locked doors or open holes in weak stitching found in the world. Finally the fluff cannon is a ranged weapon that consumes fluff to attack and can also create a cushion to reduce fall damage or block holes. Players may also use "The Paw" martial art which they are taught on arrival. Players use these weapons to defeat the nightmares that are in Underbed, when they are defeated nightmares drop dreams which the player trades with the other residents of the Underbed (teddies, nightmares and everything in between) to upgrade themselves (extra stitches or stuffing, regeneration over time) and their weapons (set traps using the needle, drain stuffing from enemies without stitches using the un-picker, smokescreens with the fluff cannon) through various tech trees unique to each weapon and can also unlock new weapons.
The players end goal is to defeat the nightmares and bring a temporary peace to Underbed but the story aims to walk through shades of grey with some nightmares trying to talk to the player (most nightmares cannot communicate in a way teddies understand) and questions being put forward as to their origins and whether or not they should continue try and destroy them or seek a peace.
Players will also be able to engage in a co-operative mode either locally or online with the potential for a competitive multiplayer option after release focusing on 12 vs 12 combat between two outpost forts with neutral nightmares and opponents dropping dreams which can be used to purchase upgrade as the match progresses
Players should feel a sense of wonder and bravery as they explore Underbed, meeting a variety of memorable characters both endearing, strange and terrifying. This will be twisted the further they go from the fort as they move into the more nightmarish territory where they should feel distinctly out of place despite the familiarity of the landscapes. They will adventure through a variety of biomes (forests, snowy mountains, swamps) and solve a variety of puzzles to provide a traditional role playing adventure in a new setting with a unique combat system. The game will not encourage farming areas with slow and limited re-spawns (monsters will stop appearing after being defeated enough) to encourage players to experience the story and to limit the available upgrades through a classic opportunity cost method which in turn endeavors to make players become attached to their uniquely developed character.
● Unique world with a deep story
● Interesting combat system which uses health/ armor as a resource
● Weapons and equipment that interact heavily with the environment, encouraging players to lure monsters into areas that they can use to cripple or defeat them
● Cloth/Sewing art style making the world feel stitched together (similar to Yoshi's Woolly World or Little Big Planet)
● Tonnes of secret areas and interactions to reward players who follow their feet.
Example Nightmare
Sourced from Reddit: https://www.reddit.com/r/DnD/comments/3e3c6t/i_put_a_picture_of_the_tarrasque_through_deep/
Image that inspired the idea:
Sourced from Google: http://www.cinemablend.com/images/news/35253/_1358888093.jpg