The story behind the level where the person turned cat is forced to wrestle with his inner demons and past actions in fatherhood (represented by the set of almost neverending and mazelike yet entirely familiar doors) was breathtaking. Leap of faith at the end was a brilliant example of choice-based game design and giving power to the player. Also W for cats, it jumps looking backwards and makes me feel cool
Comments
The story behind the level where the person turned cat is forced to wrestle with his inner demons and past actions in fatherhood (represented by the set of almost neverending and mazelike yet entirely familiar doors) was breathtaking. Leap of faith at the end was a brilliant example of choice-based game design and giving power to the player. Also W for cats, it jumps looking backwards and makes me feel cool