Catography is a collectathon platformer, with a cosy aesthetic that was developed as a final degree project, with the potential for full development through incubation
Genre: Collectathon
Team: 6 people
Role: Game and Level Design
Engine: Unity
Duration: 9 months
The Identity Crisis Problem
Introduction
The main objective of this project was to combine the progression and mechanical structure of collectathon platformers with the slower pacing and exploratory interactions found in cosy games.
The prototype took place on a single island designed around relaxed exploration and environmental interactions inspired by games such as A Short Hike. Players could engage with simple traversal mechanics, interact with physics-based obstacles, trigger scripted environmental events, and speak with NPCs distributed throughout the world.
The level design focused on supporting readability and relaxed pacing through visible landmarks, compact exploration spaces, and lightweight platforming challenges intended to maintain engagement without disrupting the atmosphere.
The problem
Playtesting sessions highlighted several issues with the balance between the project’s cosy and collectathon elements:
While environmental interactions were positively received, players described the experience as lacking rewarding moment-to-moment gameplay. The completion of the island map through landmark discovery functioned as a long-term objective, but failed to create a satisfying short-term gameplay loop.
Movement mechanics were generally considered fluid and enjoyable, but players expected a broader moveset capable of supporting more mechanically demanding traversal challenges.
Additionally, the relaxed approach to progression and difficulty resulted in unclear expectations. Players perceived the project as a traditional platformer, but the gameplay pacing and challenge structure did not consistently support that expectation.
As a result, the prototype was frequently described during testing as having an “identity crisis”, where the design intentions behind both genres were competing rather than complementing one another.
The solution
Based on playtesting feedback, the project direction shifted toward positioning the collectathon structure as the primary gameplay pillar, while the cosy elements became supportive systems reinforcing exploration and atmosphere.
Since traversal was consistently praised during testing, the movement system was expanded with additional platforming mechanics such as double jumping and wall jumping to support more mechanically engaging level design.
Two collectible Yarn currencies were introduced to strengthen moment-to-moment rewards, improve player motivation, and support environmental guidance throughout the level.
The island layout was redesigned around a clearer difficulty curve, introducing more deliberate progression and increasingly demanding traversal challenges to maintain long-term engagement.
Cosy interactions remained part of the experience, but were repositioned as optional rewards tied to exploration and objective completion rather than acting as the primary gameplay driver.
Conclusion
Although the project’s core identity had been defined early in production, playtesting revealed that the balance between genres was not supporting the intended player experience.
Iteration and reference analysis helped identify which systems players were naturally engaging with, allowing the project direction to evolve without losing its original atmosphere and exploratory identity.
The process reinforced the importance of aligning gameplay expectations, progression structure, and player motivation loops when combining genres with fundamentally different pacing philosophies.
Contact Me!