Value Curve Scores
Tactical Match-3 Depth
The degree to which matching gems involves strategic decisions beyond simple tile clearing, influencing resource accumulation and ability activation.
Primary: 5
Secondary: 0
Tertiary: 0
New: 4
Reduce · Dominant: Primary · Retention
Rationale: Puzzle Quest is a battle between the player and the adversary. They take turns in the same board - that is not happening in Matchy Cat. It adds yet another layerof tactical depth BUT it breaks too much of the theme. We will try to follow all the other aspects exactly.
Expressive Cat Reactions
The clarity and variety of the cat's physical and emotional responses to player actions, puzzle outcomes, and care interactions, communicating personality without dialogue.
Primary: 0
Secondary: 4
Tertiary: 4
New: 4
Create · Dominant: Secondary · Watchability
Rationale: Talking Tom is recognized for being extremely watchable. A big part of its popularity comes from the shareability of gameplay momments. These moments come exactly from the way the cat reacts to the player's interaction - we will try to mimmic that as much as possible especially in the meta / needs phase.
Visible Cat Customization
The extent to which player choices in outfits, accessories, and environment decorations are immediately visible and persistent, affecting the cat's appearance during both care and puzzle sessions.
Primary: 0
Secondary: 5
Tertiary: 4
New: 0
Eliminate · Dominant: Secondary · Vault Limitations
Rationale: We won't have any customization for the cat, at least not for the foreseeable future.
Persistent Cat Needs & Moods
The system's ability to generate continuously changing cat needs and moods that influence daily return, care priorities, and the cat's behavior between play sessions.
Primary: 2
Secondary: 5
Tertiary: 4
New: 5
Raise · Dominant: Secondary ·
Rationale: This is the primary glue of the game meta with the match-3 mechanics. So it needs to be well integrated, self explanatory and very relatable.
Watchable Physical Comedy
The frequency and quality of slapstick, exaggerated physical reactions, and comedic chain reactions that are entertaining and understandable even to a passive viewer.
Primary: 0
Secondary: 4
Tertiary: 2
New: 3
Create · Dominant: Tertiary · Watchability
Rationale: Clumsy Ninja has an incredible physics simulation that makes the game unique! We use a simplified version of that to create the same kind of watchable comedy but in a 2D game and with much less production budget so it will be limited in certain aspects but not determinant to make it feel sloppy - it should still produce watchable moments.
Low-Friction Care Interactions
The ease and speed with which players can perform care actions, ensuring interactions are immediately reactive, require minimal reading, and fit into short play bursts.
Primary: 0
Secondary: 3
Tertiary: 5
New: 5
Create · Dominant: Tertiary · Persona Fit
Rationale: We had a lot of issues with players understanding even simple controls - especially ones based on the keyboard or virtual joysticks. Making the main input in all game action be pointer based is ideal for the persona.
Clear Progress from Puzzle to Pet
The direct and visible impact of puzzle session outcomes (e.g., earning 'willingness') on the cat's condition, appearance, or environment, reinforcing the connection between gameplay and pet care.
Primary: 3
Secondary: 0
Tertiary: 0
New: 4
Raise · Dominant: Primary · Retention
Rationale: This is the exact point where we build on Top of the primary reference but raise to differentiate from the other avatar based games like Clumsy Ninja and Talking Tom. The idea that the cat will need you (even though he might not want you to) to do the match-3 so it doesn't get sick, or too dirty, is what makes the game unique and not just a worse Talking Tom or worse Clumsy Ninja.