[i]Chowdown Kitty[/i] is a very cute cat-themed match-3 game with charming, hand-drawn artwork, but its core mechanics are extremely barebones for the genre. The overall impression that the game left me with is that it was created by a team that doesn't understand the basic concepts of a match-3 game. For example, although special gems exist that clear entire rows, columns, or diagonals, they aren’t earned through multi-matches. Instead, they are spawned directly on the board at the beginning of the level. As a result, matches of four, five, or more tiles feel completely unrewarding, which undermines the core aspect of match-3 games. Among the standard mechanics, only breakable ice blocks are present, some of which require multiple adjacent matches to clear. All power gems are trapped beneath these blocks, and breaking the ice immediately triggers the power-up. This is far from ideal, as it gives the player no control over when (or whether) to activate the resulting chain reactions. https://steamcommunity.com/sharedfiles/filedetails/?id=3668003974 Additionally, since power-ups (such as removing a specific tile or converting one tile into a power gem) don't exist, some levels turn into a rather tedious manual job where you just make matches until you finish the level. There’s also no manual shuffle option; the board reshuffles automatically only when no valid matches remain. Likewise, the game lacks a hint system, such as highlighting possible matches after a few seconds of inactivity, which makes it annoying to spot the last remaining moves before the board locks up. On the plus side, levels have no move limit, even though they are constrained by a time limit of 5 minutes. The core gameplay revolves around making matches to feed cats and watching them grow progressively chubbier, which is quite adorable. However, when chain reactions occur, the animations transition so quickly that they’re easy to miss. Each cat has a favorite treat, and matching that type awards double points. Once fully fed, a cat can be befriended and added to your collection. Levels aren’t completed by clearing objectives like frozen blocks or collecting specific tiles, but by filling a cat’s hunger bar, which appears to be tied to an internal score. This target score is never displayed; instead, the game shows a cumulative score across all played levels, a statistic that serves no apparent purpose. Moreover, your performance is rated at the end of the level, presumably based on the number of moves it took you, but during gameplay, there's no feedback about how well you are performing or how far you are from getting the best grade. https://steamcommunity.com/sharedfiles/filedetails/?id=3668003929 There are over 10000 cats to collect. In the lounge, you can display up to five cats at once and customize them with hats or accessories. Unfortunately, selecting a specific cat is quite cumbersome, as the collection is spread across an album of 1000 pages with only ten cats per page (a search function is available, though, as long as you know the cat's name). Decoration is similarly limited: the room supports up to ten items, which can only be swapped, removed, or repositioned on a grid system. New outfits and decorations can be purchased from the store using coins earned from completing levels, with the shop refreshing its inventory hourly. There are two game modes: Adventure and Free Play. The main difference is that Adventure Mode includes occasional mini cutscenes featuring dialogue between the game’s two characters, while Free Play offers a bonus stage every few levels. These bonus stages are, in fact, simple minigames that reward either a decorative item or extra points for the meaningless points system (the game doesn’t even have a leaderboard where you can show off this total score). https://steamcommunity.com/sharedfiles/filedetails/?id=3668004027 Another disappointing aspect is the limited screen resolution options, with only 1280×720, 1600×900, and borderless fullscreen available. Due to its shallow mechanics and repetitive design, [i]Chowdown Kitty[/i] quickly becomes monotonous. The playtime is further inflated for achievement hunters, who are required to complete at least 1000 stages in Free Play mode [b]without dying[/b] (losing one stage resets your progress), a grind that can easily stretch to around 30-50 hours for a successful run. In conclusion, despite its charming art style and undeniably cute cats, [i]Chowdown Kitty[/i] fails to deliver a satisfying match-3 experience. It's a very basic game, good enough to play in short bursts or as an entry title to try for those new to the genre. For veterans, though, its limited mechanics and shallow progression quickly strip the game of its appeal, turning the whole experience into a rather boring and repetitive grind. [quote]💜 If you like this review, please consider following [url=http://store.steampowered.com/curator/11354094]Lilly's Corner Curator page[/url] 🌸 [url=https://lillycorner.com/]Website[/url] [/quote]
Chowdown Kitty
by Unknown
What players are saying
It scratches the matching game itch! Great low-commitment, pick up and play game.
I never thought I'd say this about a Match-3 game, but the game is far too easy. On the first two or three levels you play as per normal. When the other levels arrive however you simply just need to make a few moves, and then watch as the powerups go insane and effectively make you win without you having to even try. I get that this might be suited for a younger audience that are getting used to Match-3 games, but this really is hand holding at its finest. To top it off as well, whilst many match-3 games reward you for doing higher matches with special abilities etc, this game does not. Instead the powerups I spoke of earlier are dotted around levels for you to use... so essentially there's no real point to aim for higher matches whatsoever. Even if you try to evade them to play the game without it just throwing a win at you, there's very little chance of being able to do so. tl;dr The game definitely needs to be more challenging.
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