: Choices made while "Panicked" can lead to unique "Bad Ends" or hidden plot revelations.

: Audio may become muffled or high-pitched, and background objects might subtly shift or disappear to mimic paranoia.

: Players must decide between pushing forward to save time or resting to regain composure.

This feature tracks the protagonist's mental state in real-time, affecting how they interact with the world and other characters.

: The screen edges pulse or desaturate as "Stress" increases.

: High stress unlocks "Panic" responses—erratic or aggressive dialogue options that aren't available when calm.

If you'd like, I can help you draft the for this mechanic or create a narrative scene showing it in action.

Panicdiet_final.zip

: Choices made while "Panicked" can lead to unique "Bad Ends" or hidden plot revelations.

: Audio may become muffled or high-pitched, and background objects might subtly shift or disappear to mimic paranoia. PanicDiet_Final.zip

: Players must decide between pushing forward to save time or resting to regain composure. : Choices made while "Panicked" can lead to

This feature tracks the protagonist's mental state in real-time, affecting how they interact with the world and other characters. PanicDiet_Final.zip

: The screen edges pulse or desaturate as "Stress" increases.

: High stress unlocks "Panic" responses—erratic or aggressive dialogue options that aren't available when calm.

If you'd like, I can help you draft the for this mechanic or create a narrative scene showing it in action.

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