In Catopia, players attempt to grow their cat population through a variety of turn-based actions they can take. Players can hunt, seek food, conquer, train, or recruit. Each action has a distinct benefit and opportunity cost, so players must choose wisely to ensure that their cat subjects can thrive. In our game, we utilize elements of values, loops, and arcs to make the game narratively and mechanically engaging.
The keystone interaction loop is a positive feedback loop. The player starts with two cats and a set amount of energy. On the next turn, they can command their cat to train, feed, recruit, or hunt. Each of these actions either increases each cat’s abilities or creates more cats. We plan that new cats will have interesting / cute designs, so the player will be delighted accordingly. In short, the player gets more and better cats as they recruit and train more, creating a positive feedback loop of delight.
As the game progresses, we also want to keep the mechanics fresh. We plan to have random events that can occur (Oh no, a rival cat faction has attacked) to make sure the loop does not become too repetitive.
The overall arc of the game is best visualized by our “cat territory map.” You can toggle a minimap to see how much of cattopia you can conquer. The player starts with one or two cats in a minuscule territory, and hopefully emerges as the ruler of all Cattopia. The arc is hopefully one of conquest and cuteness!
Some deliberate values we are trying to convey through our game is connection and collaboration. Perhaps conquest isn’t the right word — it’s more recruiting / evangelizing. Players that choose agreeable options for other cats will most successfully recruit their cause — and become to rightful rulers of cattopia!