A Day for Soft Food

by Tod Levi

Slice of life
1999

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5 star:
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4 star:
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Number of Ratings: 27
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- k42write, October 28, 2023

Not your typical housecat, August 13, 2022

You are a housecat hungry- no, ravenous- for soft cat food. Usually, you turn to your owner for such things, but he has not been himself recently. It seems like everything annoys him and when he does feed you it is mostly boring dry food. Instead of waiting for him you decide to take initiative and acquire some soft food.

Gameplay
You start the day curled up on the windowsill inside a one-story cottage. Your Provider* is asleep but will move about independently as the day moves on. He is one of a handful of independent NPCs that you will encounter. The initial goal is to satisfy your immediate hunger before addressing your hankering for soft food. The gameplay consists of tiptoeing around the cottage and surrounding forest in search of ways to reach this goal.

The puzzles are not always intuitive. In fact, some of them left me scratching my head. (Spoiler - click to show) Rolling in ash to disguise yourself so you pounce on a bird makes sense. And I liked the puzzle where you wake up the Provider without him knowing that you are trying to do so. But (Spoiler - click to show) tying the shiny egg* to the balloon and releasing it from the roof of the cottage so it could float down to the little boy was something I needed the walkthrough for.

I like how there are (Spoiler - click to show) two solutions for removing the Rival when he comes back for revenge. You can lure him into the road where he gets hit by a car or, and I prefer this one, dump the sack of dry cat food on him so he leaves. Perhaps that way someone will find him and give him a home. But I must say that the author really replicates the finicky nature of cats squabbling over territory (and the preposterousness of sharing a food bowl). Similarly, (Spoiler - click to show) I am glad that it is possible to reach a peaceful resolution with the Provider. He goes from throwing the cat outside to cuddling the cat during excursions in the forest. Both cat and Provider reach a sense of contentedness which made for a satisfying ending.

Story/Writing
Though the puzzles can sometimes muddle up the pacing, the game makes up for it by capturing the player's attention with humor and descriptiveness. Take the description of the beast* in the garage as an example: "You've heard such beasts rumble, sigh, bleat, and stampede. This one is quiet, and perhaps ill. He appears to be bleeding from his underside." Through the cat's perspective it takes a cold and static piece of human technology and turns it into something living. A car leaking away in a garage is suddenly a wounded creature biding its time. This formed a more vivid image in my head than if the game simply said, "a human vehicle is in a garage. It is leaking fluid." It adds extra dimension.

This game really does give a cat's-eye-view of a hungry feline in a forest setting. There are so many scents and things to climb. The alarm of encountering a strange cat, the surprise of an unexpected human, and the enticing allure of capturing feathered wildlife. And yet the house is the focal point of your world with its heated rooms and Providers who give you food (Obviously this is not the case for all cats, but the protagonist seems to be a well-adjusted housecat). I think my favorite slice of writing is when (Spoiler - click to show) the cat finally gets to eat the soft food:

A blend of tuna and chicken livers, your entire consciousness swims in its taste, texture, and smell. You lap up its succulent juices, and slaver down every delectable mouthful. After a moment of complete rapture, you find yourself staring into an empty shell, grease dripping from your whiskers.

I can almost image chowing down in bliss the delicious food I waited forever to find.
The obsession with soft food is a familiar one for me. I know what it is like to have a cat meowing at you for food and when you put down dry kibble, they look at you as if to say, "what is this garbage? I wanted the stuff from the can."

Final thoughts
If you are bored of playing as human protagonists A Day for Soft Food offers a refreshing change in perspective. I recommend it if you want to play a game with an animal protagonist or is you are just looking for something lighthearted and humorous.

...
Oh, and one last thing...
What is up with (Spoiler - click to show) riding down the river in the basket? Who is that saucy cat? The game describes her as "the most beautiful feline you've ever seen lies languorously on an unreachable limb." Is this a love interest? Apparently, this just earns you a bonus point, but it is certainly a memorable one.

Cat Glossary* (Spoiler - click to show)
-Beast: Car
-Beast's Cave: Garage
-Billowy wall: Window blinds
-Confusing box: TV
-Food Room: Kitchen
-Jangly ring: Keyring
-Lumpy mountain: Sofa
-Provider: Cat owner
-Shiny metal egg: Can of soft cat food
-Shiny stool: Wheelchair
-Silvery leaves: Keys
-Small white box: Garage opener

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- Edo, July 22, 2022

>INVENTORY - Paul O'Brian writes about interactive fiction

A disturbingly high percentage of the puzzles felt like members of the "guess-what-I'm-thinking" genre. I'm willing to concede that perhaps I wasn't in a properly feline state of mind for them, and certainly I'll admit that I'm not the world's greatest puzzle solver, but I don't think that's sufficient to explain the problem. I think they're just way too hard, and that the writing isn't specific enough to give the player all the nudges necessary to solve them. It's a good lesson in puzzle design though -- if lots of players experience the same frustration I did, Soft Food will give designers an example of what to avoid in gonzo puzzle-crafting. I may even be able to use the lesson myself. See, I have a great idea for the 2000 comp: you play this pet goldfish...

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- kierlani, May 30, 2020

4 of 4 people found the following review helpful:
Delightful and annoying, just like a cat, April 28, 2019
by deathbytroggles (Minneapolis, MN)

When I first discovered interactive fiction in the late 90’s and learned that the public now had tools to develop their own games, my first story idea was to design a game where the player controlled a cat. I gave up on the idea when I realized I had a hard time coming up with a good story with good puzzles that made sense.

Levi makes a valiant attempt here. Your initial goal is to simply get some damn food, and this was the part of the game I enjoyed the most. For the most part, the puzzles here fit within the scope of a feline’s abilities if requiring more foresight than they usually have. However, the final two thirds of the game (Spoiler - click to show)where you must foil a stronger enemy and save your provider’s life more than stretches the limits of what a cat is able (and willing, in some cases) to do. Thus, the game feels at times like a generic puzzlefest with a cat built into the game, rather than the other way around.

I wound up using the in-game hints and a walkthrough for a good portion of this because a couple of the puzzles required some leaps of logic (Spoiler - click to show)(particularly one involving setting a trap) and some reasonable alternative solutions were neither implemented nor acknowledged. I was also annoyed by the map, wherein you are frequently doing things like moving north to go northeast, then west to go back southwest whence you came.

The writing is solid and there are several delightful responses to things you can try in your feline body. I just wish it had focused even more on the typical life of a cat.

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- Godel23 (Paris, France), January 1, 2017

- insufficient data, July 10, 2016

1 of 1 people found the following review helpful:
A nonlinear exploration game as a cat in a cabin in the wood, February 3, 2016

This game is a classic-style adventure game where you play as a cat. Your goal is to eat some soft food, after having had hard food for a while.

You explore your cabin and the surrounding woods, and everything is from the point of view of a feline. Cars, tv's, sofas, etc. are described from her point of view.

The game was nominated for an XYZZY for best NPC's. The NPC's include your Provider, your Rival, and a child.

Overall, recommended for fans of nonlinear exploration games with a score.

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- hoopla, January 9, 2016

- Aryore, December 12, 2015

- Thrax, March 12, 2015

- Mr. Patient (Saint Paul, Minn.), January 1, 2014

- DJ (Olalla, Washington), May 9, 2013

- Tortoiseshell Bat, March 18, 2013

- katz (Altadena, California), November 20, 2011

- EJ, October 25, 2011

- Divide (Wroclaw, Poland), August 12, 2011

- Nathanial, May 27, 2011

- JohnW (Brno, Czech Republic), March 16, 2011

3 of 6 people found the following review helpful:
High Concept, Obscure Puzzles, April 12, 2010
by Danielle (The Wild West)
Related reviews: animal games

I'm gaga for cats, despite having never owned one (allergies). I love games where you get to be an animal (just like I like books where you get to experience the world through an animal's eyes and "culture")--so slam dunk, right?

Well, the descriptions are extremely cat and deadpan. But the puzzles made no sense to me; they didn't seem to follow a cat's mind (unlike the descriptions). And the hostile owner always showing up and ending the game--I got fed up real quick and left for another game. I suppose I wish it were more forgiving as a game, so I could enjoy the cat's life for a while.

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- lupusrex (Seattle, WA), October 4, 2009

9 of 9 people found the following review helpful:
A surprisingly thoughtful piece., August 6, 2009

One of the most interesting things about playing text games, in my view, is the way in which problems that are relatively small or unimportant in the grand scheme of things become far more significant when *you* are the one faced with them. Often, a problem that, were it to feature in a conventional story, might not interest us, can become all-consuming in a text game, where if the writing is strong enough and the puzzle well-paced enough, we can feel something of the protagonist's fear or frustration.

Oddly, I found this more true in this game than in any other I've yet played. The game falls into three main sections. The first is a time-based challenge: you must get fed before you collapse from hunger. The second is less constrained, and allows you to roam about in search of more satisfying food. And the third is another time-based challenge, this one more serious than the first.

The game gets progressively harder as it goes on, and it starts off pretty hard. As other reviewers have commented, some of the puzzles are not fiendish so much as virtually unguessable (although I was pleased to figure out by myself what was, in retrospect, probably the most outlandish of them - (Spoiler - click to show)tying the cat food tin to the balloon, taking it onto the roof, and dropping it in the direction of the boy). This can be especially frustrating in the second part of the game, where you must solve a variety of puzzles in order to get to the coveted soft food, but it is not always clear what your goal in each puzzle is, or why solving it matters, or indeed what's going on at all.

There is also an uneasy tension between your limitations and goals as a cat and the uncatlike intelligence you must show in overcoming the limitations and attaining the goals. The game itself shows awareness of this; show an object to the Provider, and he looks puzzled at the fact you're carrying it around, as well he should if you're just an ordinary cat. This comes to the fore in the final part of the game, where you must do things that clearly no cat would ever do, and rely upon knowledge that not only would no cat know, but this cat apparently doesn't know either ((Spoiler - click to show)the cat does not know that the liquid dripping from the car is petrol - it doesn't even know that it's a car - but you must still soak the shirt in it in order to make a fire). But even in the same sequence, the cat is sometimes characterised as a typically amoral, food-obsessed feline ((Spoiler - click to show)in one grim possible ending, you simply eat your stricken Provider, the game commenting dryly that he remained a Provider right to the end).

It must be said that the game also suffers from a fair few technical problems and unrecognised words. Trying to fill a container at the stream, for example, is greeted with the response that there is no water here. At one point I attempted to do something with my claws, to be told that I needed to be holding them first. It is also odd that a game with an unusual protagonist doesn't allow you to examine yourself, although some self-description is included in the inventory. It doesn't seem to recognise "it". Finally, there are one or two spelling mistakes (including one in a location description, which is annoying).

So why four stars, given these flaws? It's partly because of how well written the game is. There is understated humour in the descriptions and narrative, which presents everything precisely as a cat *would* think of it. The kitchen is simply the "food room", where the only object of any interest is the cat's bowl. A chair becomes a "lumpy mountain", the main interesting feature being its impressive collection of scratch marks. Cars are shiny beasts and cat food tins are eggs. But the game doesn't go overboard with this; the balloon, for example, is described as simply that. Moreover, the prose is admirably restrained, and despite the humour, never comes across as overtly funny. There is a starkness and seriousness to the game which matches the feline protagonist perfectly, and which is reflected in the snowy landscape surrounding the house, which is largely hostile to the cat. The only character who seems happy, the boy behind the fence, remains largely unseen. The cat begins the game starving, there is a brutal Rival roaming about, and the Provider is not well at all.

That leads into the other reason for a high score. The end game is, in some respects, annoying and frustrating. As I have commented, it forces the player to behave in distinctly uncatlike ways, and the difficulty of the puzzles does not let up. But it captures the attention like nothing else I have played. The time constraint now seems far more serious than that used in the first part of the game, with failure a much scarier prospect. There are various ways to fail the end game, all rather grim and depressing, despite the relative lack of care that the cat displays in them (which, as previously mentioned, clashes somewhat with the attitude that the cat must display when under the player's control). Finally, even the victory text is understated, rather sad, and poignant, despite the upbeat end. Despite the thinness of the characterisation of the Provider (as is only right, given that the cat cares only that he provides), I cared very much about what happened to him and the cat. That is why, for me at least, this is not just a strangely powerful and memorable game, but also a successful piece of interactive fiction. It demonstrates the power of the genre to make us care about situations and characters by making us part of them, in a way that could never work in any other genre.

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- Audiart (Davis, CA), January 3, 2009

- Kariadne, June 7, 2008


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