
Catch cute little animals in this logic puzzle game. Keep coming up with new ways to trap them or play them off against each other. To catch a lizard you have to think like a lizard!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[b]of mice and moggies[/b] started its life in 2019 as a game jam entry called [b]fluffensnuff[/b], created in under 72 hours for [i]ludum dare 44[/i]. the concept hasn't changed since: you're playing as an evil cat (so a cat) bent on killing every animal possible wherever it goes. [b]sokoban-like[/b] describes the gameplay best, but instead of pushing crates around, the goal is to scare animals into places they can't escape from or won't see their imminent downfall, then pounce on them. it might sound harsh, but the presentation is really cute and there's no blood, so it [b]can be enjoyed by all ages[/b]. there are [b]100+ levels[/b] in 10 biomes and progression on the gorgeous map is non-linear, so you won't be stuck on that one level for ages with nothing else to do, and even if you do, [b]3 level skips[/b] are also at your service. they can't be used on tutorial or flagged (more challenging) levels, but the tokens can be gotten back if you solve the skipped level. figuring out marked levels adds points to your cat license and every 10 points unlocks a [b]mini-game like snake, labyrinth or sokoban[/b], each with their own progression, snake even has a leaderboard. levels are grids of mostly empty tiles, with carefully placed rocks, tall grass to hide in, etc. and mechanics (i.e. animal behavior) can be checked in the pause menu. [b]most critters get spooked if you move next to them[/b], that's how you make them do your bidding, careful not to scare them off the level. diagonals are safe, everything including the cat only moves in four directions, and nobody cares about a carcass rotting on a tile. mice can hide in bushes (you can't), rabbits jump over anything (unless the tile they'd land on is blocked by an object, then they just hop one tile), lizards move until they hit something or leave the level, spiders weave sticky single-use webs that make every animal get stuck, but they can be freed if necessary. dogs can't be killed, they act as rocks for the most part, but follow you around and can be lost in high grass, which is also a good place to attack animals from. turtles serve as platforms but will leave after a bigger animal such as yourself steps on them, making that tile unavailable for movement, and they're not part of the food chain either. then there's a yellow ball to push around and even into bushes, it's basically a mobile rock. and finally, hedgehogs curl up instead of moving away when you step next to them, but they were a post-release addition and can only be found on community levels, not the main campaign. there's always a par to beat, but solving a level in however many moves it takes is enough to progress further, and there's [b]unlimited undo[/b] as well, works even from an imminent fail state, which is great (if an animal leaves the level, you have a short grace period to undo the last move). the par is revealed before starting a level, but I'm not a fan of [b]deliberately hiding it and the move counter until the level is solved[/b]. during replays both will be on the screen, and I found it really neat that you can [b]bring up your best attempt and analyze it step by step[/b]. [b]controls are non-rebindable, but work well.[/b] wasd and arrows to move, hold to traverse multiple tiles, 'r' restarts, backspace for undo, controller works too. esc brings up the menu with all the settings, such as separate volume sliders, windowed mode with a resizable window, or animation speed. sadly, [b]window size and position don't get saved between sessions[/b]. [b]the game looks amazing[/b], lots of attention to detail and cute idle animations, too bad the levels themselves all use the same tileset instead of the colors seen on the map. audio is more of a mixed bag, most effects are okay, didn't like the music, which doesn't play while you're on a level anyway, but [b]ambient sounds are great, feels like you're in a forest[/b] (even when you're in a desert, according to the map). I'm incompetent at sokoban and didn't manage to solve every level, let alone perfect them, but much to my surprise still got pretty close, only a handful left, so it shouldn't be too big an issue for most people, including the younger generation. and if you're done and possibly met the par on every level, you can try some [b]user-made levels[/b], if only to see the hedgehog in action, or make your own puzzles with the built-in [b]level editor[/b]. besides the small issues mentioned above, there's [b]not much to criticize, it's an excellent game[/b]. plenty of content and quality of life, good price, and a competent and dedicated developer worth supporting.
《Of Mice and Moggies》是一款很不错的动物主题解谜游戏。 在本作中,玩家需要操纵一只小猫,目标是捕猎其它的小动物,比如老鼠、兔子等。当然,这些小动物也不会坐以待毙,如果能够看到小猫的威胁,它们也会逃跑,所以更具体来说,玩家的目标是操纵小猫来把小动物逼到它们不能逃脱的死角,这样才能捕猎成功。 [h1]机制出发的分析[/h1] 本作可以说是一款“类推箱”解谜游戏,只不过“箱子”——小动物——会自己跑。不同的小动物会有不同的逃跑策略,比如老鼠会一格一格地逃跑,而兔子会一次跳跃两格等。除了小动物之外,本作的机制集中还有很大一部分是“地形”,比如身处其中时不会被看到的“草丛”,再比如只有小动物才能穿过的“灌木丛”等。 这些机制单个来看都相对简单,但胜在多样,如果能让它们之间产生交互,那么可能性就会大大增加,而事实上本作做得最突出的地方正是对所有这些机制——主角、小动物、地形——之间的组合的全面探索。而本作做到这一点的方式,就是让所有机制之间的交互都有意义,不管这个意义看上去有多么简单,只要有,那就是可以探索的可能性。 就比如说,小动物和小动物之间的交互方式是[b]“推动”彼此[/b],如果在普通的推箱子中这可能没什么,但考虑到本作中的这些“箱子”自身的特性,这种“推动”可能是让它们做出某种特殊移动的唯一方式,比如[spoiler]让一次跳两格的兔子只移动一格[/spoiler]。而在真正解谜时,玩家往往是先发现后者,也就是关卡要求玩家作出什么样的挪移,然后才尝试联想到前者,这就是“解谜”了。 [h1]目标出发的分析[/h1] 之前我谈论解谜游戏的设计时,基本都是按照上面这样,从机制出发正向地考虑其所能产生的可能性,也就是能产生什么有趣的问题/谜题,但我似乎一直以来都忽略了一个最重要的机制,那就是“目标”。正好看到本作也是一个具有不太常规的解谜目标的游戏,因此这里我想要尝试另一种分析方法,看看能否从目标出发来考虑问题/谜题的设计。 [b]不过如果只是想看对本作的评测的话,可以跳过这一段。[/b] 从解谜的目标出发,我目前所能想到的创造独特问题/谜题的方式主要是下面几种: 1. 用[b]新机制[/b]创造完成目标的阻碍,也就是[b]创造新的子问题[/b]; 2. 考虑目标可能的[b]前置条件[/b],或者分解成多个[b]子问题[/b]; 3. 通过[b]解构[/b]目标的含义来派生新的目标。 我们可以做一个思想实验,对于普通推箱子的目标:“将所有箱子推到指定位置”,运用上面的几种方式,我们都能够得到什么?对于1,我们可以设计简单的“按钮和门”机制,要求特定的按钮被按下时才放开前往一些目标的通道,那么“先按下按钮”就是我们创造的新的子问题;对于2,我们可以考虑“将所有箱子推到指定位置”有什么条件,“只能按照特定的顺序来让箱子归位”就可以是一个条件;对于3,我们可以解构这个目标的含义,“将所有箱子推到指定位置”,那如果箱子的数量比目标位置的数量多,那算不算完成目标?如果反过来呢?所谓的“指定位置”只能固定不动吗?只能是一种东西吗?......有很多可以考虑的方向。 诚然,我这里提出的考虑方向都很初步且抽象,但我相信有经验的设计师一定能比我想得更深、更广,更可以反复对思考过程当中所产生的所有目标运用这些方式进行更深的思考,并从中找到真正值得探索的具体的可能性,最终得到那些可以解决,而且解决方式巧妙的问题,这就是“谜题”。 接下来尝试以这个角度来分析本作的目标:“捕猎所有小动物”,这本身也是一个挺不常规的目标。考虑2,可以得到其前置条件是“将小动物逼到死角”,这又可以被分为“什么是死角”、“如何将小动物移动到死角”、“如何创造死角”等子问题。然后本作更多地就是思考1的运用了,比如本作设计了不同的小动物,那么对于不同小动物来说,“什么是死角”和“如何将小动物移动到死角”都是不一样的问题。要让某些小动物完成看似同样平凡的目标,有时要达成的前置条件/操作也不平凡,比如要让一次移动两格的兔子只移动一格等等,这些就是创造出来的子问题。比较遗憾的是,本作中并没有3的应用。在这里就不展开讨论本作的所有机制和谜题了,懂得意思就行。 我知道这肯定不是一个万能的分析方式,甚至不一定是一个“有用”的分析方式,但我感觉这种分析方式确实好像能够将机制、谜题和目标之间的关系刻画得更加具体,而有时,对过程中出现的问题采取不同的解答,可能就能做出来完全不一样的游戏。以“捕捉动物”为目标的游戏,目前最出名的应该就是“抓兔子”神作《[url=https://store.steampowered.com/app/1628610/Paquerette_Down_the_Bunburrows/]Paquerette Down the Bunburrows[/url]》了,而这款游戏和本作区别可太大了。 不过我也没有做过解谜游戏,这里只是我的一点见解,权当抛砖引玉吧。 [h1]其它方面[/h1] 好了,回到本作。虽然上面所说的基本上表明了我对本作机制和谜题设计的认可,不过本作还是有一个设计让我不太喜欢,熟悉我的读者应该也能猜到,那就是将“步数优化”作为目标。 至于具体原因,我还是不厌其烦地拿出这篇由Thinky Puzzle Games社区制作的[url=https://docs.google.com/document/d/1GQZENT_97AZI43zqKFJyuVnaG78peAL8N0wWfRvWcmY/]文档[/url],我在我对另一个游戏的评测中也有翻译两段,因为对于本作也适用,所以直接拿过来用了: [quote]In most cases, optimizing the move count of a solved level simply consists of repeating the solution but without any mistakes or exploration, which is simply boring [in puzzles, the interesting part usually comes from higher-level ideas; individual moves are just a way to interact with the puzzle and are not interesting on their own]... 在大多数情况下,优化已经解开的谜题的步数基本上只等同于在没有犯错或探索的情况下重新解一遍谜题,这本身是很无聊的,因为解谜游戏的乐趣通常来自于更高层次的思考,而低层次的行动只是一种玩家和谜题交互的方式,它们本身可能并没那么有趣。 There might be exceptions where solving a puzzle optimally might require new insights. Unless this is the case for a majority of the levels in the game, it makes more sense to add new puzzles that showcase/require these interesting insights or add a one-off optional challenge for the level [as in Braid’s collectible stars] rather than adding a move counter system to the whole game. 在个别情况下,优化步数可能确实需要崭新的思路或洞察,但除非这种情况在游戏中非常常见,否则更好的方式是用单独的谜题对这些新的洞察进行展示或要求,或者设计成类似《[url=https://store.steampowered.com/app/499180/Braid_Anniversary_Edition/]时空幻境[/url]》(Braid)中的“星星”一样的,只在某些关卡当中存在的可选挑战。[/quote] 而我在上面的评测中一直在提“目标”,针对这一点我也可以说,“解谜”和“以最少的步数解谜”是两种完全不同的目标,如果真的针对后者派生问题,设计机制和谜题,那应该也是能做出来优秀的作品的,在我举出的文档中也有一些例子。但在我的游玩体验当中,本作大多数的关卡中,单纯在几个关键步骤之间走最短路就是最优解,而对于那少数可能有“多解”的关卡,我也只尝试了其中一部分,并且没感觉找到最优解给我带来了什么“顿悟”感,所以就算剩下的那些里可能有一些确实有意思的优化,我也不太想尝试了。 不过至少,在本作中步数优化只是一个可选挑战,完不成只是看着有点不爽,并不会对解锁关卡之类的东西有任何影响,这点还是不错的。 [h1]总结[/h1] 总的来说,本作是一款很不错的类推箱解谜游戏,对追赶、围捕小动物机制的拓展以及对多种小动物和地形之间的交互的探索比较全面,谜题设计也比较出色,整体来说虽较为休闲放松,但每道谜题也都有自己的idea,同时也不乏一些稍有难度的挑战性的谜题。不过我仍不喜欢以“步数优化”作为目标的设计,但由于本作并没有强制玩家完成这些目标,所以无伤大雅。 结论:[b]强烈推荐[/b]。 [quote]普通玩家一枚,不玩主流网游,少玩3A大作,关注独立精品。不是为了特立独行,只是为了追求自我。 喜欢我的评测?欢迎关注我的[b]鉴赏家[/b]:[url=https://store.steampowered.com/curator/44752532-%25E8%2580%2581%25E8%2588%25B9%25E9%2595%25BFOldCaptain/]老船长OldCaptain[/url],推荐一些我个人觉得有特点的游戏。 若还想了解更多游戏相关信息分享,敬请关注我的[url=https://docs.qq.com/sheet/DQVNCbmRZZVN1R1JX]游戏推荐单[/url]和[url=https://steamcommunity.com/groups/OldCaptainWZJ]讨论组[/url]。[/quote]
야옹이가 사냥하는 소코반 스타일의 퍼즐입니다. 콘셉트와 아이디어가 사랑스러워요. 그림은 엄청 귀엽고, 음악도 산뜻하며, 퍼즐 메카닉은 아주 깔끔해요. 하지만 어렵네요... 쥐 잡는 것까진 쉬웠는데, 지역 넘어가고 뭔 두더지 같은 애 나오자마자 머리가 지끈거려서 바로 하차했어요. 퍼즐 방식은 획일적이고 지역을 넘어가도 배경이 반복적인 것 같아서, 정가는 좀 비싸다고 봅니다. 만 원 이하로 할인하면 소코반 좋아하는 분들에게는 추천할 만한 것 같아요. 저는 소코반 퍼즐을 좋아하지 않는 편이지만 귀엽고 75퍼센트 할인이라 구매했는데, 어느 날 헤까닥해서 소코반이 당기면 이걸 켜 볼 듯합니다.
I was a little skeptic of paying $10 for this game but it's very polished, A classic box moving game with nice aesthetics and a lot of content. I've probably not even explored 10% of the game with the hour I played going after all the options in the level creator. There even being a level creator in a small indie game like this is very impressive. The snake mini-game was fun (although I beat the record but it didn't get saved to the leaderboard), hopefully there are more mini-games that unlocks further in :D The leaderboard bug is really the only complaint I have. Quality stuff, a lot of options, no bugs and you can play with or without a tutorial (game is pretty self explanatory so I didn't need the tutorial). 8/10
好,机制有意思,关卡设计上也很下功夫,还有内置小游戏(虽然不是很有趣),总体挺值的
It is a fun puzzle game with cute art and chill music. Till now I've found that the puzzles aren't too difficult to logically figure out if you aren't aiming for the gold but I like that there is a skip puzzle button in case you are truly stuck. New mechanics have been introduced regularly to keep things fresh and I've also unlocked 1 fun mini-game too. The fact that it already has a level editor at launch and runs on Linux are a few other great bonuses
Love letter for Sokoban fans. I especially enjoyed the leaderboards and optimizing move counts for solutions. Has a really good level editor, which is a good place to dip your toes in if you have ever wanted to create your own puzzles but don't have a starting point. The developer is very friendly.
An amazing game! It is so cute, well detailed, challenging and absolute hidden gem. Highly recommend to any age group and puzzle game lover! <3
Kurzweiliger Rätselspaß - tolle Pixel-Art, gelungenes Setting. Selbst wenn ich das Spiel frustriert beende, weil ich die optimale Lösung nicht finden konnte, so muss ich später doch wieder reinschauen und mich erneut zu probieren.
This game looks casual but the puzzles are well made and difficult. Most of the time I need to think backwards, like "in order to block the rabbit where should I chase the mouse to?". It works at the beginning, but I am still stuck on later levels. I was only given 3 tokens to skip levels they are far less enough. I only wish some hints or solutions can be given in the game. Levels are well made, I always wonder if they are created by devs, or generated by AI after putting in the rules. Anyway, recommend for those who like sokoban, but way too difficult for me.
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