The text dialogues in this game are relatively simple and straightforward, which is exactly what I would expect them to be, seeing as how this game revolves around Jingles, a curious cat. Specifically, giving the player quick and easy dialogue not only forces the player to think like a domesticated cat would, but it also “starves” (for lack of a better word) the player into quickly moving onto the next object to find and interact with. To illustrate this point, I’ll mention one design choice that the developer DID NOT make. The dialogue in the game didn’t really provide any sort of “bigger picture.” What I mean is that the dialogue didn’t imply any sort of existence of a world outside of the cat’s personal life/thoughts. The game’s dialogue didn’t go on and on about the brand of tuna that Jingles finds, nor did the game expand any further on why Jingles’ water bowl was empty. But should the game try to include something like this? No, it shouldn’t, and as a player, I’m glad it doesn’t. Animals don’t have complex thought processes like humans, meaning they never question why something is the way it is. Rather, to an animal like Jingles, something is the way it is because it just is. As I played through the game, it reminded me of how I personally think my dog’s thoughts sound.
In a sense, because of the quick dialogue boxes, the player becomes the curious being in the game. We as humans are always searching for more information, trying to put the bigger picture together, and in the end, that’s what sparked my curiosity about the game as I paged through the tall grass trying to see if there was anything that I missed.