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Prompt 2: In this game, the player acts as a pet cat and lives a day from morning to night. I have a 1-year-old orange cat. I often smile when playing games because the author knows cats well. The author really knows what cats do every day. Players can control the cat to do different things every hour, and choose to interact with different things. They will add some points but it doesn't seem to be of practical significance. Because most of the options are specific things, I, as a player, know where these options will lead. And time is always passing, every time one thing is completed, time will pass by an hour. Because the game has a clear timeline, and it seems there aren't options that can be called wrong. Therefore, I don't want to go step back or go back further to change my choices.

The point system does not affect the player's choice (at least to me). I think this random structure is the key feature of the game. It is very close to the theme of the real world and is very close to the daily life of cats. It restores the behavior characteristics of cats very well, and what cat does every time seems to be random and unpredictable. I will call this structure a linear timeline plus a subway map (there is a free passage between several locations).