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