Petsitting

5/5

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Petsitting is a short narrative game that places the player in a familiar scenario with unfamiliar elements. The task is simple—take care of someone else’s pet while they’re away—but the pet is not a typical animal. Instead, it is an oversized worm that behaves in unpredictable ways. The game takes place over a weekend, and the player must interact with the creature through a series of small tasks. These include feeding, observing, and responding to the creature’s presence. What begins as an ordinary assignment gradually shifts in tone as subtle changes in behavior and environment begin to take shape.

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Petsitting is a short narrative game that places the player in a familiar scenario with unfamiliar elements. The task is simple—take care of someone else’s pet while they’re away—but the pet is not a typical animal. Instead, it is an oversized worm that behaves in unpredictable ways. The game takes place over a weekend, and the player must interact with the creature through a series of small tasks. These include feeding, observing, and responding to the creature’s presence. What begins as an ordinary assignment gradually shifts in tone as subtle changes in behavior and environment begin to take shape.

Structure and control system

The gameplay in Petsitting is structured around short segments that represent each day of the weekend. The player uses a mix of first-person movement and point-and-click interaction to complete objectives. Movement is handled with keyboard keys, while object interaction changes depending on the current scene. Some parts of the game switch to a fixed camera, changing how the player engages with the space. These shifts are tied to specific events and are designed to unsettle the player while continuing the basic tasks.

Atmosphere and pacing

Although there are no direct threats or enemies, Petsitting builds tension through sound design, camera placement, and unexpected interruptions. The creature does not communicate in a traditional way, and its reactions depend on the player’s behavior. Some moments feel calm, while others create unease through silence or sudden sound. The environment remains small but slowly becomes more oppressive as the game progresses. The design relies on pacing and repetition to make familiar actions feel less stable over time.

Core features of Petsitting include:

·         A single location with evolving visuals

·         Task-based progression over a fixed time period

·         First-person and static camera controls depending on the scene

·         Interaction with a non-verbal, non-human creature

·         A subtle shift in tone based on how the player handles the pet

These components support a minimalist but layered experience.

Experience and interpretation

Petsitting can be completed in one sitting and invites multiple interpretations. Some players may view it as a surreal take on responsibility, while others may see themes of control or discomfort in domestic spaces. Its short length allows for experimentation, and players may find different responses based on how they interact with the creature. The game avoids traditional storytelling and instead uses behavior, mood, and setting to suggest meaning. Petsitting uses simplicity as a tool, letting small changes speak for themselves within a very limited environment.