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Pixel-art virtual pet simulation game built in Unity (C#) for Android.

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🐱 AnimaFelis

A pixel-art emotional virtual pet mobile game focused on emotional well-being and habit formation.

Built with Unity 6.3 LTS · C# · Android


Gameplay Demo

AnimaFelis home screen AnimaFelis gameplay demo AnimaFelis all emotion states demo

Current build features:

  • Pixel-art cat with idle blink and sway animations
  • 4 stat bars (Hunger, Happiness, Energy, Cleanliness) with real-time decay
  • 5-state emotion system (Happy, Sad, Hungry, Tired, Neglected) driven by stat thresholds
  • Sleep mechanic with gradual energy regeneration and button locking during sleep
  • Overeating penalty (feeding past a hunger threshold reduces happiness)
  • Combo "neglected" state triggered when multiple stats drop critically low simultaneously
  • Mobile portrait UI (1080x2400) with pixel-perfect scaling across resolutions
  • Built in Unity 6.3 LTS (C#) targeting Android

About

AnimaFelis is a 2D mobile game where players care for a pixel-art cat whose mood and health reflect the player's daily habits. The pet reacts expressively to neglect, play, feeding, and rest, making emotional well-being tangible and interactive.

This project is a self-directed Final Year Project (FYP) and primary portfolio piece, demonstrating mobile game development in Unity, state-driven game systems, PixelArt UI design, and iterative gameplay design.


Current Implementation

Core Systems

  • Emotion Engine — 5 emotional states: HAPPY, SAD, HUNGRY, TIRED, NEGLECTED
  • Stat System — 4 stats tracked in real time: Hunger, Happiness, Energy, Cleanliness
  • Stat Decay — all 4 stats decrease over time at tuned rates, driving automatic state transitions
  • Sleep Mechanic — gradual rest/sleep toggle with button locking during sleep state; Energy restores on wake
  • Overeating Penalty — feeding when Hunger is full triggers a negative happiness penalty
  • Cleanliness Drain — Cleanliness drains independently; low cleanliness affects overall pet state

UI

  • Dark purple (#1a1a2e) background theme with lavender (#e8b4f8) accents
  • 4 stat bar sliders (HungerBar, HappinessBar, EnergyBar, CleanlinessBar) wired to the emotion engine
  • 4 action buttons anchored to the bottom of screen via a ButtonPanel:
    • 🐟 Feed · 🧶 Play · 🌙 Rest · 🫧 Clean
    • Custom pixel-art icons (normal + pressed states via Sprite Swap)
    • Conditional state-based locking (e.g. buttons lock during sleep)

Art & Animation

  • 32×32px pixel-art cat sprite (Point filter, RGBA 32-bit)
  • Idle blink animation with ear and tail movement
  • Idle sway animation
  • All pixel-art UI assets designed in Pixel Studio

Planned Features

Done

  • Core pet state machine (5 emotions, 4 decaying stats)
  • Action buttons (Feed, Play, Rest, Clean) wired to gameplay logic
  • Per-state sprite variants (happy, sad, hungry, tired, neglected)
  • Sleep mechanic with gradual energy fill and button locking
  • Overeating/Overplaying/Too-clean penalties
  • Combo "neglected" state (multiple stats critically low at once)
  • PixelArt stat bar icons
  • Mobile portrait UI (1080x2400), tested across resolutions
  • Button press animations

Next Up

  • Action-specific animations (cat reacts visually when Fed, Played with, Rested, or Cleaned)
  • Multiple home background themes (seasonal and time-of-day variants)
  • Outdoor exploration mode (grid-based overworld)
    • Tilemap setup
    • Grid movement script
    • Cat directional walk animations
    • Camera follow
    • Scene transition from home scene
    • Stat system integration (outdoor actions affect stats)
  • Sound effects for actions and state changes

Medium Term

  • Habit tracker integration, real-world habits feed pet stats
  • Daily check-in system (mood logging tied to pet mood)
  • Notification system (pet reminds you when neglected)
  • Save/load system (persist pet state between sessions)

Long Term

  • Multiple pet types / unlockable skins
  • MiniGames triggered by the Play action
  • Android build and Play Store deployment
  • WebGL build for browser demo (stretch goal)

Tech Stack

Unity C# Platform Git

  • Engine: Unity 6.3 LTS
  • Language: C#
  • Target Platform: Android
  • Art: Custom pixel art (32x32, drawn in Pixel Studio)
  • Architecture: Single state machine (PetStateMachine) driving stat decay, emotion transitions, and sprite swapping via a single SpriteRenderer

📁 Project Structure

AnimaFelis/
├── Assets/
│   ├── Animations/     # Sprite animation clips and controllers
│   ├── Scripts/        # C# game logic (PetStateMachine.cs, ...)
│   ├── Scenes/         # Unity scenes
│   └── Sprites/        # Pixel-art sprites and icons
├── .gitignore
└── README.md

🔗 Related Projects

These Android/Java prototypes were built first to validate the core logic before moving to Unity:


👩‍💻 Author

Lai Zie Jin (AzuMaooo) · Year 2 Software Engineering, UTAR Sungai Long Campus

Solo developer on all AnimaFelis projects. Seeking a game development internship (October 2026).

LinkedIn · GitHub

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