Fluffenders has twenty nights, ten in Moonberry Meadow and ten in the Whispering Woods. Every night the Grumps, grumpy fuzzballs who can’t sleep a wink, march on the burrow under the Moonberry Tree, and the Fluffs tuck them in with bubbles, sneezes and cuddles. For this Screenshot Saturday, we picked six nights and took one snapshot in each.
The picture at the top is Night 5, Rolly Bowling. There’s no stardust to spend on this night. Instead, Rollys, little hedgehogs curled up into spiky balls, arrive one by one, and you roll them from behind the red line. A Rolly that bonks a Grump bounces off at an angle into the next row and keeps going, so one good roll can catch two Grumps, and the game counts it: “2×.” About one Rolly in eight is golden, and “A golden Rolly goes BOOM!”, sending every Grump close by, in its own row and the rows above and below, to sleep. Acorn caps are tougher. A plain Rolly knocks the cap clean off, and the Grump underneath stays awake, just without its hat.
Night 1: First Night
The first night is a single lane. There’s one card, the Bubbun, a bunny with a bubble wand, and 150 stardust to start, enough for one Bubbun at 100. More stardust falls from the sky, and Granny Hoot, the owl who shows you the ropes, explains: “Tap the falling stardust to collect it!” A Bubbun blows a sleepy bubble about every second and a half, and a Grumplet needs fourteen of them before it drifts off on its own little cloud.

Night 6: Boing Boing
Night 6 brings the Pogo Grump, who “bounces right over the first Fluff in its way.” Until that jump, it moves almost twice as fast as a regular Grump. Once it lands, it slows down to the usual pace. So a Woolly up front makes a fine thing to jump over: the jump gets spent on the sheep, and the Pogo Grump lands slow. Later, in the woods, there’s a Fluff no pogo can clear, Stumpy Beaver, a stump too tall to jump.

Night 7: Pillow Fight
The Pillow Grump hides behind a pink pillow stitched with a heart and a little z. Bubbles stop on it, and it takes about eight to pop it. And then, as the game warns, “the Grump gets very cross and very fast,” turning pink and walking about twice as fast as before. This is also the night the Frostkit, a white fox kit in a blue scarf, joins the team. “Snowflakes slow the Grumps down!”, which is exactly what a cross Grump needs.

Night 12: Firefly Glade
In the Whispering Woods, the trees close in overhead, and only half as much stardust falls from the sky. The answer is Lumi, a cheap little firefly who glows a bit of stardust, then more once she grows up. Night 12 also brings the Bark Shield Grump, who holds up a bark plank that stops bubbles and acorns. Granny Hoot’s advice: “That plank stops bubbles! Sneeze or gulp it!” Gulpy Frog goes for the second option. It reaches about a square and a half ahead, plank or no plank, and gulps the Grump into a sleepy bubble. Then it needs a long nap.

Night 17: Tunnel Trouble
The Digger Grump wears a yellow hard hat and doesn’t bother with the front door. It digs in from the far edge of the lawn, faster than a Grump can walk, and nothing can touch it underground. Then it pops up three squares from the burrow, well past the front of your lawn. Granny Hoot has a tip: “Try Prickles or Moles.” Prickles Hedgehog lies flat on the grass, never gets nibbled and pokes every Grump that walks over it. Put one right where a Digger comes up, and it gets a sharp hello the moment it climbs out.

The first two nights of Fluffenders are free to play in your browser at fluffenders.com. The full game, all twenty nights, is $4.99, paid once. More about the game is on its Fluffenders page.



