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Game development / 2026

Fake Cat

In development · 3D interaction prototype

An independent Godot game project that turns a mischievous-cat idea into a local 3D prototype, with movement, contextual interactions, scoring, and repeatable resets. Currently in development, with playtesting next.

See prototype screenshots ↓

The story

Suppose today, I am a cat.

There is a cup right at the edge of the table, a sofa that looks perfect for scratching, and a fish nearby. How many things in this room can I mess with?

Push the cup off the table

Jump onto the table and give it a nudge. The cup slides over the edge, falls, and breaks before points appear.

Scratch the sofa. Take the fish.

Leave scratches and stuffing on the sofa. Carry a fish while running and jumping, then drop it and pick it up again. Rewards count once per round.

Slip into the box

Hide your body while your tail sticks out. Interact again to leave the box and explore the room.

The next moment to build

A room in chaos. A perfectly innocent cat.

Fake Cat explores the contrast between causing trouble and looking innocent. The planned Perfect Cat moment lets players act blameless when the owner turns around. The current prototype establishes pushing, scratching, stealing, and hiding.

Prototype showcase

First, make a cat that can cause trouble.

These are actual screenshots from the v0.1.7 prototype, using simple original models. It currently runs as a Godot project; browser and iOS builds are not available yet.

Engineering decisions

Make every action respond consistently.

Connect controls, state, and feedback in a small prototype that can be checked repeatedly.

Start with the controls

Hold a direction to keep turning, double-tap forward to run, and vary jump height by holding the button. Sitting or lying down preserves momentum without further propulsion, making posture part of play.

Reachable and visible interactions

Contextual interactions check both 3D distance and line of sight. Getting close shows a prompt; the player chooses when to act, without interacting through furniture.

Build reactions with simple animation

The character and furniture have collision. Cups, fragments, and prop reactions use tweens and state changes, keeping reactions controllable while playtests assess the fun.

Make each round resettable

Reset restores the cat, props, collisions, carried items, and scores together. Regression checks cover resets during animation, hiding with a fish, and duplicate rewards.

From input to feedback

  1. InputKeyboard · Touch
  2. CharacterMove · Jump · Pose
  3. InteractionPush · Scratch · Steal · Hide
  4. FeedbackAnimation · Score · Reset

Godot / GDScript · Separate character, camera, interaction, and UI responsibilities · Local offline execution

Development status

It responds. Now test whether it is fun.

The prototype includes 3D movement and a following camera, standing/sitting/lying poses, destruction and scoring, and push/scratch/steal/hide interactions. Technical checks cover controls, collision, one-time scoring, and resets; interaction feel and iPhone performance still need hands-on playtesting.

Next, test whether players naturally explore and experiment with props. Later stages add sound and chain reactions, owner detection, innocence checks, combos, and a 60-second loop.

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