// meldrino games — wicked whiskers

Purrfectly
wicked.

Wicked Whiskers is a mischievous, chaotic, pun-filled 3D cat adventure. You play a clever, resourceful cat on a farm, up to no good in all the best ways.

Godot 4 3D adventure Active development Craft-only catching

⬇ Download Wicked Whiskers Windows · 60 MB

A farm, a shed, and a town on the horizon.

The farm garden is home to a padlocked shed, a pond, a bird tree, and a rather smug mouse. A red tractor waits in the yard. And a wise old cat with a long grey beard sits in the garden, watching everything.

Beyond the farm lies a town straight out of a Dick Whittington storybook. The gates stay closed until you've earned your way out — and every step there is packed with feline wordplay.

"Feline fine, but causing trouble."

You're the cat. Of course you're the cat.

Wicked Whiskers has real whiskers, a tapering tail, and an attitude. He walks, idles, breathes, swishes, and does a comedy face-plant when he tries to chase mice the old-fashioned way.

Because catching things by chasing is for dogs. Cats build convoluted contraptions.

No manual catches. Ever.

Every catch in Wicked Whiskers is craft-only — a proper board-game-Mouse-Trap style contraption. You gather the materials, build the gadget, and let the chaos unfold.

The Mouse Trap

Chasing never works (comedy face-plant guaranteed). Build a convoluted Heath-Robinson mousetrap from string and sticks, place it, and lure the mouse in.

The Ladder

Birds perch in trees. Craft a ladder from string and sticks, lean it, and climb. Or take the tractor to the tree and knock the bird out. Your call.

The Fishing Rod

The pond holds one fish. A paw attempt always fails with a "that's oFISHial" toast. Craft the rod, cast, and reel it in.

Materials

  • String — in the padlocked shed
  • Sticks — on the ground around the farm
  • Food — the farmhouse kitchen, once a day

Dumbleclaw — the wise old cat.

A feline version of Albus Dumbledore: long grey beard, half-moon spectacles, a pointy hat, and a calm authority that comes from nine lifetimes of wisdom. He gives quests, offers advice, and trades — selling surplus food for gold when you're doing well.

"The purr-ofound mentor with nine lifetimes of wisdom."

Nine lives, day and night.

Day / Night

The sun, moon, and stars cross the sky. The farmhouse is locked at night and open once a day at first light. The shed needs its padlock combo — the last three digits of the tractor's number plate, fresh every game.

Food & Energy

Food lasts a day. Energy drains as the day wears on, and sleeping is only allowed when you're genuinely tired. Run out and it's a cat-astrophic setback.

9 Lives

Nine lives, each one a chance to retry a challenge or a humorous milestone on the way. Lose the lot and the game restarts — with a fresh shed combo.

No Respawns

Catch an animal and it stays caught. No respawning, no farming the same fish forever. Every catch is a real trophy.

Wicked Whiskers — The Book.

Every legend starts somewhere. The first three chapters are live — Dumbleclaw, a flying twit, a smug mouse, a village chaos, and the most over-engineered mousetrap the farm has ever seen.

Wicked Whiskers, the cat, up close

Read Book So Far   Book Plan

Where the build stands.

Scene 1 (the farm garden) and Scene 1.5 (the shed interior, its own scene) are playable: gather string and sticks, craft all three contraptions, catch the mouse, bird, and fish, meet Dumbleclaw, trade, and ride the day/night + food/tiredness economy with nine lives.

Scene 2 (inside the farmhouse) and Scene 3 (the town) are next.

"Wicked Whiskers" — a whisker-twisting nap spot, a purrfectly engineered chaos, a pawsitively chaotic time.