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5. The mechanic of clicking is especially important in “I AM A CAT” because nearly every passage includes a choice to be made. There is so much user input, especially compared to the story I made which is roughly linear with a few minor alternate paths along the way. At the start every hour in the game, the player gets to choose what the cat will do. Each hour, there are three to five options of how to spend that hour, from eating to napping to playing, etc. The player’s choice is made by clicking on one of the listed activities. The highlighted terms are generally at the end of the passage, which to me signifies that the cat is completely finished with any past activity and stagnantly waiting for the next one to begin. The game then splits off depending on what choice the player makes. This is when the player’s options are limited. For most choices, there is a passage describing the activity, and the player is only given a single place to go after that passage. After an activity is chosen, the cat will spend the next hour doing that activity, and the player will not receive another choice until they are choosing the next activity, and the clock is an hour later. Clicking in this game definitely represents an actual activity, not a mental process. After each click, I imagine the cat doing that activity for an hour before getting bored again and making another choice. This story would not work if it automatically advanced to the next passage, because that would remove all player input.