Sweet Street is a game about attention. An Edwardian street, about 1901, and sunny: you have a flat, a small walled back garden, and a dog, and so do your three neighbours through the wall. You put things out — a wooden crate, a worn cushion, a saucer of something good — and cats decide whether to visit. You cannot summon them; you change the odds, and then you leave.
The visitors entertain your dog, and that is the hinge: a dog with interesting company is a contented dog, and cats will not settle in a garden with an anxious, neglected dog in it. The game watches what you tend, and your conduct becomes your identity. Nothing is urgent, nothing punishes absence, and dogs never die.
Particulars
| Title | Sweet Street |
|---|---|
| In a phrase | a lullaby of a game |
| Setting | an Edwardian terrace, about 1901, kept up and sunny |
| Platforms | web browser (playable now at /play/); iPhone via TestFlight, coming soon |
| Status | in development — the browser build is an early client |
| Price | to be decided; no advertisements, nothing sold inside the game |
| Engine | Godot |
| Contact | a press address is being arranged; until then, the pillar box |
Images
Working art in the game's two registers: the plates and cards (treatment A, the game's own voice) and the railway poster (treatment B, the print of the game's period). Free to reproduce in coverage of the game.