Catpurse: Keep it Simple, Stupid!

Will Gikandi
4 min readJul 5, 2019

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Ever wondered what makes a good game, a good game?

Is it the graphics, the art-work, the story? How about the mechanics? If you could distill the “elements of game” into the simplest, purest form, what would that look like?

credit: Grandpa

When your ancestors first discovered whiskey, they must have realised they could pack more … punch, in a bottle, by focusing on what mattered most. (Getting sloshed). So they filtered everything else, and packed only what truly mattered. So what truly matters in a game???

Minimalism in Game Design

Whether playing a game or drinking grandpa’s whiskey (or both), you are after an emotion at the end of the day. Games that deliver emotion are fun, regardless of their complexity or their simplicity.

Minimalism vs Complexity in game design. What makes a game “fun”?

Catpurse is an experiment in simplicity

With this in mind, we wanted to make a game that would be fun, and yet, as simple as possible. What could we make you feel, using a simple whack-a-mole mechanism?

Credit: wifflegif.com

What triggers would such a game need to push, what strings would we need to pull, to get you to fall in love with it?

Early concept art

Human-Focused Design

Yu-kai Chou proposes a gamification framework dubbed “Octalysis”. In it, he details eight core drives that motivate us to certain activities, including gaming.

Rather than simply focusing on gaming mechanics, (functional focus), the design process optimizes for human motivation in a system, by thinking about the why a user would want to perform certain actions.

Yu-kai Chou’s 8 core drives of gamification. credit: yukaichou.com

We designed Catpurse for humans

Human-Focused Design remembers that people in a system have feelings, insecurities, and reasons why they want or do not want to do certain things, and therefore optimizes for their feelings, motivations, and engagement.

You have to build your game with these drives in mind.

Of course, drives such as meaning, empowerment, unpredictability, etc. must come into balance for the game to make sense. The art-work, using a deliberate palette, should impress this to the user.

The game should just feel right to the gamer, without her necessarily knowing why.

The Man with No Color: “We’re gonna rob the pants off ‘em, aren’t we, Catpurse?”

The story, finally, should bring it all together like a conductor to an orchestra.

Current phase: Testing 1, 2, 3

Although complete, Catpurse needs to go through several iterations of tests by real users, to make sure the core drives are balanced and users find it fun. The users should try it, and give us feedback for the beta to proceed to release candidates.

Will we succeed?

Success for us means we enjoyed giving life to Catpurse, and we decided early on to optimize for fun — and not advertising dollars or anything else.

But what about the money?

Using Kin for monetization made this much easier for us. Given that the system rewards the developer for increasing engagement in their app, it was an easy matter to simply focus on fun from the point of view of the player.

Follow Catpurse on twitter for updates and to be notified of a Beta launch.

Ultimately, the market will vote on Catpurse’s popularity. However, when we do release the game, we will tip a whiskey to Catpurse and The Man, for giving us the best time we had making this game.

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