kimper

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Hi everyone!

I’m thrilled to share Whisker Hollow, a browser-based pet sim that blends ethical hamster care, real-world genetics, and cozy customization. It’s designed for players who love thoughtful caretaking, creative building, and long-term progression.

🐹 What is Whisker Hollow?

Whisker Hollow is a cozy, browser-based pet sim centered on ethical hamster care and breeding. Care for unique hamsters, design personalized enclosures, compete in events, and plan intentional pairings with realistic genetics, all without feeling overwhelming.
  • Platform: 100% browser-based (desktop + mobile-friendly)
  • Visual Style: Semi-realistic, illustrated charm with visible genetic variation
  • Core Themes: Animal care, genetics, enclosure design, competitions, community
  • Species: Starts with Syrian hamsters. Roborovskis, Campbell’s, and Chinese hamsters are planned for future updates with unique care and breeding mechanics.
Core Gameplay Loop
  • Create or adopt a unique hamster to begin your journey
  • Care for them daily: feed, clean, enrich, and monitor their well-being
  • Bond and train to improve stats and personality traits
  • Enter events and competitions to earn currency, items, and prestige
  • Plan intentional pairings using realistic breeding limitations and trait inheritance
  • Rehome, trade, or retire hamsters as part of a balanced lifecycle
  • Expand your hamstery by unlocking new buildings, enclosures, and professions
  • Decorate and personalize cages and living spaces using modular tools
🧬 Breeding System Overview
Whisker Hollow’s breeding system is built around realistic genetics and ethical practices inspired by modern hamster husbandry. It’s not about mass production. it’s about thoughtful pairing and long-term planning.
  • Each female can only have 3 litters in her lifetime, with cooldowns between each breeding
  • Litter size depends on species: Syrian hamsters average 6–8 pups, with a range of 4 to 10
  • Stat-based fertility affects success chance, influenced by age, stress, and care history
  • Trait inheritance includes dominant/recessive coat color, pattern, fur type, and potential stats (like race speed or show temperament)
  • COI (Coefficient of Inbreeding) is calculated automatically and can block risky pairings
  • Some gene combos (like double Satin or Anophthalmic White) are flagged as unethical or lethal and are discouraged or blocked
  • You can only keep 1–2 pups per litter by default, and remaining pups must be rehomed via the marketplace or rescue system
There will also be a visual previewer to help plan pairings, but true gene info must be unlocked over time using tools or professions.

I'm interested in feedback on:
  • Is the 3-litter cap and pup limit too strict, too loose?
  • I’d love general impressions on the genetics system: does the idea of visible traits + unlockable hidden genes sound fun and manageable, or intimidating?
  • What do you think about restrictions like COI tracking or blocking lethal pairings: do they sound helpful or too limiting?
  • Any other feedback or questions!
🛠️ Where It's At Now
I’m currently solo-developing the game, focusing on core care and genetics systems. I've completed a detailed design doc, mapped out the breeding engine, and begun building UI/UX flows.
Looking to connect with:
  • Frontend/backend devs with browser-based sim experience
  • Artists passionate about cozy creatures and modular UI
  • Hamster keepers or breeders with care/genetics insights
Reach out here or on Instagram: @notamemoire
 
So, I don't know too much about hamsters, but I do have some experience with making a pet site. In regards to the question of hamsters only being able to birth 3 litters in their lifetimes, that does sound like something that players might be frustrated by if they have a hamster with specific rare or valuable genes that they want to reuse. My first thought would be to add scaling cooldowns, where each successive litter has a longer cooldown period after it; this way, players can still breed their valuable hamsters, they just need to wait longer. Alternatively, if that's too unrealistic, you could try a limit on total pups rather than on litters, so that if the first few litters are small, players can reroll.

Coefficient of inbreeding tracking sounds good, as long as the UI communicates it clearly to the player.

What's the rationale behind only letting players keep a few pups per litter? It feels arbitrary, but I'm sure that you have some important structural reason for it.