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Club Guard is mouse-only. You stand still, a visitor arrives, you examine them, you decide. This game gives you WASD to walk, E to interact and pick things up, F to drop them, and click to use tools. You are physically present in the space rather than looking at it — you move to a visitor, handle their possessions, put things down somewhere. The job is the same and the experience is not.
The developers name their influence directly: I'm Security, the cult guard simulator that established this small genre. That lineage explains the design — these games are about the texture of doing a job carefully, with the tension coming from a queue that wants to move and a rulebook that says otherwise. It is a working-shift simulator more than a puzzle game.
Simulation and Casual are the two categories, and Simulation is doing more work here than it does for Club Guard. Having a body, an inventory and tools makes this a model of a job rather than a series of decisions. Casual still applies because nothing is timed harshly and there is no failure that ends anything permanently.