Matchy Cat
A tactical match-3 virtual pet game where players match themed tiles to charge colored resource meters, spend those resources on playful interactions that increase a stubborn cat’s willingness, and then drag the cat to care stations to satisfy its persistent needs. * **Portfolio Tier**: Vault Adapt, using an existing cat character and proven match-3 structure while focusing new production on character reactions, interaction feedback, and progression. * **Target IP/Anchor**: Matchy Cat. * **Pr...
Current State
- Focus
- Experiment Setup: Matchy Cat
- Setup
- ready
- Primary Reference
- Fishdom
- Reference Thesis
- Fishdom should be promoted back toward the Primary Reference for Matchy Cat. The strongest evidence now favors uninterrupted puzzle flow with lightweight cat-care meaning layered around it: play match-3, generate progress/resources, satisfy or improve something for the cat, then return quickly to the puzzle. Clumsy Ninja-derived systems should be treated as secondary and must re-earn their complexity one by one. Patience/recovery has failed that test and should stay removed. Bonding failed as implemented, but that is evidence against that Bonding design, not against all progression. Dragging, stations, and physical cat interaction are still candidates, but should be tested as presentation/payoff improvements rather than assumed core requirements. Near-term direction: Fishdom-primary puzzle flow, no active Patience/recovery, no new meta layer, and a stronger first-minute cat-care hook using composition, mood, VFX, transition, and existing cat animation where possible.
- Open Questions
- Do players understand that they must drag the cat, not the food?
- Next Actions
- —
- Latest Findings
- —
- Updated
- 2026-08-25T04:39:57.356054Z
Active Hypotheses
Primary Hypothesis
Extracted from the approved legacy Phase 6 experiment setup.
Latest Experiment
Experiment Setup: Matchy Cat
Do players understand that they must drag the cat, not the food?
Prototype Scope
Latest Player Fit
None
Latest Decision
None