Jiang





* video of the whole process

This is a role-playing game where players play the role of a young girl with OCD (Obsessive-Compulsive Disorder). By clicking, players repeatedly complete a series of tasks until the day ends.
These tasks, inspired by my own compulsive behaviors, are intentionally designed as meaningless and repetitive. Players must tackle each tedious activity within successive countdowns, aiming to evoke a sense of exhaustion and irritation. Careful time management and accurate interpretation of clues are crucial—excessive delays or incorrect actions will result in failure.
Even after completing all tasks, the day starts over with the same demands, reflecting the relentless struggle people with OCD face daily.
Personal Contributions: Game mechanics design, concept development, illustration, programming, and lore writing.









































Future Plan:
I plan to focus on two main goals moving forward: enhancing the playability and introducing deeper psychological pressure. Though simplifying the interactions to clicking has made the game more accessible, I intend to reintroduce a broader range of interactions to enrich the gameplay and visualize the pressures people with OCD (Obsessive-Compulsive Disorder) experience in daily life.
The current version function more as a prototype, helping players to understand the overall concept and mood. The ideal version will feature additional mechanics— including drag and drop, object rotation, and other forms of input—to offer a wider variety of puzzles. In order to keep the game intuitive and engaging after update, I will adopt a modular approach that balances complexity while integrating them seamlessly.
In addition to these core mechanics, non-player characters (NPCs) will be introduced to diversify gameplay and heighten immersion. NPCs inspired by scenarios from my life will actively act to create tension and intensify the psychological horror. They will disrupt the “order” of the environment—such as dirtying areas with outside shoes or invading player’s “personal space,forcing players to clean or repair while avoiding direct confrontation, thus adding layers of urgency and strategy.
Over time, the game’s environments and NPC designs will shift from a deceptively childlike yet unsettling style to a more twisted aesthetic, in line with the narrative’s progression. These visual changes will integrate with the on-screen “inner monologue,” reinforcing the game’s core themes and drawing players deeper into its unsettling atmosphere.
