Game Designer & Programmer

Hands Off My Paws

Hold onto restless cat paws and time each nail trim using a physical controller.

Watch final demo ↓
Development
2026 · 2 weeks
My role
Game Designer & Programmer

Unity · Alternative Controllers · Playtest iteration

01 / The game

Trim a cat’s nails with a physical controller.

Hands Off My Paws is a cat nail-trimming game played with a physical controller. Players hold the restless paws forward and time each trim as the scissors move.

02 / Final demonstration

See the experience in action.

03 / My contribution

My work on the controller and tutorial.

My main contributions were work on the physical controller and implementation of the staged tutorial. Game design was shared across the team; paw controls and trimming were implemented collaboratively with the other programmers.

04 / System design

Demonstrate. Practice. Continue.

Interim players struggled to understand the controls and premise. We added a witch mentor, and I divided the tutorial into stages centered on individual mechanics.

The witch demonstrates the task before the player practices.
The in-game witch mentor
01

Watch the demonstration

The witch demonstrates nail clipping, establishing what the player is trying to do and giving the task a story context.

02

Perform the action

Players practice the core controls. At key moments, gameplay pauses until they perform the specific action required to continue.

03

Play independently

The mentor leaves, and players apply the controls in the main game: hold the paws forward and time the moving scissors.

Witch mentor artwork from the team’s Unity assets. The final video above shows the physical controller and gameplay together.

05 / Playtest & iteration

Playtest findings and tutorial pacing.

In follow-up playtests, players completed core actions with less help and better understood the mechanics and story. They also felt the tutorial was a little slow.

Observed improvement

Players needed less assistance to perform the core actions.

Pacing tradeoff

We prioritized understanding before the main game. Tutorial speed remained an area to improve; separate team changes made the core game easier.

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