Timestamp: 2026-07-16 15:35:42.845416+00:00
Model: —
Prompt version: —
Final verdict: PASS
# Experiment Setup: Matchy Cat ## Source Concept Based on the approved **Matchy Cat Phase 5 Implementation Briefing**. The prototype contains one hunger challenge: **Match tiles → Gain colored resources → Use “Pat the Head” → Increase willingness → Drag the cat to the food station** ## Validation Goal Determine whether players understand that matching tiles does not directly feed the cat. Matches generate resources used for pet interactions, which increase willingness and unlock care actions. ## Primary Hypothesis Players can understand and complete the full loop without explicit step-by-step instructions. The key transitions are: 1. Matches generate colored resources. 2. Resources unlock “Pat the Head.” 3. “Pat the Head” increases willingness. 4. Sufficient willingness allows the cat to use the food station. ## Secondary Questions * Do players understand that they must drag the cat, not the food? * Are resource costs and locked actions clear? * Does the refusal reaction explain insufficient willingness? * Do interaction animations feel responsive? ## Prototype Scope * One need: Hunger * One 6x6 match-3 board * Six tile and resource types * One action: “Pat the Head” * Cost: Red Fish and Yellow Cupcakes * One willingness meter * One hunger meter * One draggable cat * One food station * Essential transfer effects and cat reactions The prototype should not explain the complete loop upfront. Contextual help appears only after hesitation or repeated failure. ## Success Evidence * Players intentionally collect resources required by “Pat the Head.” * Players activate “Pat the Head” when its cost is met. * Players connect the action to increased willingness. * Players drag the cat to the food station once the requirement is met. * Players complete the challenge without intervention. ## Failure Evidence * Players expect matches to directly reduce hunger. * Players repeatedly drag tiles, food, or UI elements onto the cat. * Players do not understand why “Pat the Head” is locked. * Players repeatedly attempt the food station with insufficient willingness. * Players stop interacting for more than 10 seconds or exit early. ## Metrics Record: * Time to first match * Time to first intentional required-color match * Time from action unlock to activation * Failed station drags * Incorrect object drags * Hesitations longer than five seconds * Total completion time * Whether contextual help was triggered * Device and input issues ## Decision Rules **Continue** * At least 70% complete the challenge. * At least 60% activate “Pat the Head” without explicit help. * Median failed station drags are one or fewer. * Fewer than 20% attempt to drag the wrong object. * At least 80% attempt the food station after reaching sufficient willingness. **Iterate** Players understand the general loop but struggle with resource costs, locked states, willingness, or drag targets. Improve visual communication and retest. **Reconsider the loop** Players still cannot connect resources, pet interactions, and willingness after multiple UI and onboarding revisions. **Park the concept** Most players exit during the first 30 seconds or cannot complete the loop even with contextual help. ## Non-Goals * Retention * Progression * Customization * Multiple needs * Complex match-3 mechanics * Autonomous cat turns * Monetization ## Core Validation Question **Can players independently understand that the puzzle powers pet interactions, and that those interactions build enough willingness to complete care?**
No deterministic violations.
No AI violations.