Anxiety Game Idea

RPG/Social Simulator/ horror

Show ways in which anxiety effects people through a game

Choice in how the game is played

Plot

Health = Sanity

events and actions will effect the sanity meter, some actions such as failing an action will result in a decrease in sanity

Is a stat that can be increased/developed by doing certain actions

The lower the sanity, the more "Intrusive thoughts" will interfere with the gameplay

Intrusive thoughts

More intrusive thoughts will appear and interfere the lower the sanity bar is

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Intrusive thoughts may appear on the screen while the player is playing, some may appear and disappear and other will need to be manually removed

If the sanity bar reaches 0, the player will "break" therefore only capable to do things that will result in a game over, unless there are specific circumstances put in place to
"revive" the player before a game over

A game over will occur when the player does something that results in a prison sentence, confinement, or death

alternate endings?

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The player is a shut in that doesn't go outside due to crippling anxiety/mental health

Goal

Increase stats such as sanity and confidence to go out and recover from mental illness

Create relationships/bonds with characters

Ideas...

Save a girl

Another world?

Save your kidnapped sister from a psychopath

Something a shut in couldnt do

saving from..

Family

Organisation

money troubles

Current toxic relationship

yakuza/gang

set in Japan

She's so wrapped up in whats shes doing she cant see her foreseeable turmoil

suicide

.

Mechanics

Scenarios

acquiring actions

Talking/ socialising

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Talking

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Talking to characters help to increase stats and relationships, through talking to people and growing relationships with characters, the player can gain information and be able to do actions/interactions they weren't able to do before

Trust/Relationship

The deeper a relationship is formed...

learn different things about the character

The character will be around the player more often, therefore they may help the player execute different actions in some scenarios

Easier to talk to

Scenarios/ Events will happen at different points of gameplay throughout the story

Most will be story related

Some willl be character specific

Different scenarios can occur based on circumstances like what characters are with you or previous actions that lead up to the event

the story may change based on what characters are with you/ how deep a relationship is formed by the time a main story flag is reached

for example, if you need to do something dangerous and the player has a character with them, they may or may not join the player based on the level of friendship they have

Talking to people will activate a rhythm game where the player must hit the right buttons at the right time to avoid sanity decrease and to gain an optimal outcome

outcomes

Information

action acquired

Trust/ relationship

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The player can unlock actions and skills throughout the game

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"Villain"/ opposition

Yakuza

Politician

Cultist

Family

Psychopath

something of another world

a god

angel

god of death/ shinigami

demon

Ghost

Recovery

eating

sleeping

Talking

talking confidently helps slightly (doing well in rhythm game)

Some outcomes may come as advice and help a lot

some outcomes may make it worse and decrease sanity

skills

drugs

recreational

medicinal

some are harder to obtain than others

some actions may decrease friendship/bonds with characters, such as previous or current actions

based on character type, everyone's different and have different personalities

Music

The player may listen to their own music during gameplay, but it may interfere and end up missing opportunities

If music is on while talking to a character, it will have an effect on their relationship, both positive or negative dependant on the character