Leveling up for Tomorrows Awesome
Games Showcase and beyond!
January has been snowy and cold, and February is “snowing” us the same cold promise. But fear not: you can warm up with us at Copenhagen Gaming Week, where you’ll find us at TAGS – Tomorrow’s Awesome Games Showcase, 12–14th February at Bella Center, Copenhagen.
And that’s not all! We’ve got something exciting brewing, ready to be served some time after TAGS. Want to be the first in line? Then head to our Discord, and join in!
Over the past month, we’ve laid down some of the final building blocks for TAGS. In this newsletter, we’ll share highlights from recent playtests that helped us spot what needed fine-tuning, and dive into level design philosophy with insights from our Level Designer, Alice Persson.
From internal to external playtesting
Sometimes our work literally consists of… playing video games! Specifically, Scratch The Cat. Playtesting helps us spot design flaws, clear up confusing elements, and ensure mechanics work as intended. But above all, it’s about how players experience the game. In recent months, we’ve taken Scratch The Cat out of the studio, testing it with fellow developers and after-school clubs across Copenhagen.
Since our last update, we’ve run two external playtests. One took place at an after-school club in Vesterbro, where kids aged 10–13 jumped straight in with excitement, curiosity, and – most importantly – honest feedback (The best kind. One kid even asked: “Can I get this for my computer?”).
In the image above, you can see the pathways the kids followed through the level, visualized by our programmer Jesper Andersson – a great insight into how the game is actually being read and explored by the players.
Our second playtest happened at Dev, Test, Repeat, hosted by Ghost Ship Games, where our Producer Nick Demetroulakos brought Scratch The Cat to fellow developers for hands-on feedback. Events like these are invaluable: developers play each other’s in-progress games, exchange insights, and spot things you’d never catch on your own. That’s why playtesting is so important, and we’re grateful to everyone who has helped test the game.
Our Producer Nick Demetroulakos seen to the left, facing us.
– Photo by Mads Sønderstrup, originally posted on his blog.
Level Design: Planning, Testing, Reacting
For our Level Designer, Alice Persson, those playtests aren’t just feedback – they’re a core part of how the game’s worlds take shape.
When asked how much level design is planning versus reacting to playtests, Alice puts it simply:
“In an ideal world I’d like to react more to playtests and let that shape my levels, but you don’t always have those resources. What I can say is that playtests are essential. You can’t tell if you’re achieving the effect you want without seeing it play out in front of you.”
Beyond mechanics and layouts, Alice is especially focused on the feeling a level creates for players:
“I hope this one feels like a real, breathing world to the players, without it being in the way of the platforming aspects.”
One principle that guides Alice’s level design?
“I’d rather make a level that’s too small than too big – levels always balloon once the details come in.”
And as Alice puts it, the only way to know if a level truly works is to watch real players move through it – because level design is ultimately about guiding people, not just building spaces. In the end, it all comes down to the player experience:
“I’d rather have players asking for more than being bored.”
Favorite Details and Childhood Magic
One of Alice’s favorite parts of the level, Rhythm Ruins, is the ravine with the poison water – an area she designed as the opposite of the level’s open, dry spaces. But there’s another reason it stands out:
“I grew up near a ravine with a waterfall. There’s something magical about those places, and maybe some of that found its way into the level.”
That sense of quiet wonder is something Alice hopes players feel when exploring Rhythm Ruins.
And while you’re exploring…
“See if you can find G-Raf. He’s a secret NPC hidden in every level. See if you can find the path leading to him!”
Join our Discord – and be the first in line!
Curious what we mean by “beyond”? Join our Discord to be the first to find out! It may still be snowing outside, but inside, things are gonna heat up soon!
Thanks for listening – and remember:
Stay groovy. Stay scratchy. 
Curious to meet more of our herd? Want to know more about the horsepower behind our pixels? Alright, no more horsin’ around!