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← Concept Detail | Matchy Cat

Phase 6 Decision

PASS Attempt 1

Metadata

Timestamp: 2026-07-16 15:35:42.845416+00:00

Model: —

Prompt version: —

Decision

Final verdict: PASS

Submission Details

Experiment Setup Markdown

# 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?**

Deterministic Violations

No deterministic violations.

AI Result

No AI violations.