
Cat Got Your Tongue? is an 8-player team-based competitive platformer.
Each player controls one button that in turn controls an aspect of their team’s character on the screen, like jumping, moving right or left, or kicking. Players also must stay silent for a 60-second grace period. Otherwise, the game shakes and their controls will switch, emphasizing the importance of non-verbal communication.
This project was made for Core Studio: Participation, where we made an alternative controller to pair with the game we made in Unity.
My Role
Designed game mechanics collaboratively, including input switching and the usage of the microphone during gameplay
Programmed character controllers, mechanics, and camera
Integrated audio assets
Assisted in physical controller fabrication
The input switching mechanic
The kicking mechanic, for sabotaging the other team as they platform
Prototyping & Playtesting
Playtest 1
Our first playtest included the very first version of our controller and game, including the input switching. At this stage, we hadn’t incorporated the microphone into our gameplay yet, so I acted as the computer, triggering the input switch by pressing a button after a 60-second grace period. We verbally communicated this rule to players, but the only feedback players received from the game at this point was a screen shake.
Players during the first playtest of “Cat Got Your Tongue?”
During gameplay, players:
Didn’t recognize their inputs were switching
Thought their controller was bugged if they did notice the inputs were switched
Didn’t believe there were real consequences to speaking to each other during gameplay, so they kept verbally communicating with each other
Would take other player’s buttons without asking when they did eventually recognize the switching inputs
Walked into invisible walls without realizing there was a collider in the way
Got into the rhythm of working with each other to play the same character after a bit when their inputs weren’t getting switched
Post-Playtest Changes:
Added a “Shhhhh” text pop-up when the inputs switched, so players would understand that it was their talking triggering it
Added a cloud barrier to the sides as visual indication that they couldn’t move further
Added a timer to the top of the game as a countdown for the 60-second talking grace period
Integrated audio and gave future players headphones to encourage them to speak louder if they did try to verbally communicate with their teammates
Playtest 2
Our next playtest incorporated the sound sensor and the casing for our controller. We had wanted players to figure out the input switches on their own, but show them that at least something had changed when they spoke, so we didn’t add any indicators for the buttons themselves.
Players during the second playtest of “Cat Got Your Tongue?”
During gameplay, players:
Mashed buttons instead of trying to figure out what they did strategically, hindering gameplay
Were generally silent, but were so aggressive with the buttons, that the sound of button presses were triggering the sound sensor and switching their inputs, causing a positive feedback loop where players made more noise out of confusion
Got dizzy with the constant, intense camera shake
Post-Playtest Changes:
Adjusted sound sensor thresholds to accommodate for non-vocal noises
Elevated sound sensor part of the controller to be closer to mouths and away from buttons
Insulated the sound sensor with foam to prevent it from going off with little noises
Added a cooldown for the sensor so players could adjust themselves to the new controls and so it wouldn’t constantly go off
Adjusted the screen shake to be less abrasive
Added input displays on the screen to make it easier for players to understand what was happening
Incorporated more audio/visuals as feedback when the inputs changed to help players understand the mechanic better
Win screen
Players during the final demo of “Cat Got Your Tongue”