It was interesting because as I played through the first part of the game to get past the white fence, I seemed to struggle and it made me feel like...
1. I wouldn't survive a zombie apocolypse.
2. Cats can do so much more than we can make out.
Better yet, that first decision of selectinv which cat you chose made me think that influences my survival rate, especially after failing so many times but that was great use of illusion of choice. As the sotry progressed, I know that you were going for a Stray and The Walking Dead type of survival game and those qualities like butterfly effect and playing to survive made your objective of the game very engaging. Despite the neutral tone of the typeface you use, the images really add to the immersion because by reading and seeing words it allows me to create a more active connection between current events and what might happen after the choice I make.
The 2nd part is where it becomes more intuitive and instinct base, where you decide what food you must feast on. When I bypaseed the first options and came across the bird that I'd end up hunting it made me feel like I had full control over what I did. Simply by adding "take a step forward" or "pounce" it made me consider my decisions more. To me player choice was the forefront of your game and because you did a zombie survival-esque game, it made my immersion with the game all the better! Loved it.