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(+1)

On first steps / controls from a cold visit to the page and thinking about the first few minutes of a cozy care loop:


1) Start caring for a cat: Make the first unmet need the only loud UI element. One icon (hunger or mood) with a single glowing interaction target beats a full HUD. If players get stuck, it’s usually because feed/pet/clean look equally important and none explain the next click. A 1-line coach mark that disappears after the first successful care action is enough.


2) Buying furniture: Sort or filter so affordable items are first, and grey out unaffordable ones with the price still visible. Confusion often comes from opening a shop full of locked/expensive pieces with no signal of “what can I buy right now.” Also keep “place furniture” as a separate confirm so accidental purchases don’t feel punishing.


3) Keep / stop: The keep loop is usually “cat reacts → room looks nicer → small new option unlocks.” If a session ends with no visible room change and no unlock teaser, people stop even when the cats are cute. Show one short “next unlock” hint after the first furniture place.


Page note: the itch description leads with a Russian block before the English summary. For English-browser visitors, flip that order (or put language toggle copy first) so the pitch isn’t skipped. Local-save warning is good—consider repeating it once in-game near the first quit/close.