Putting you in the shoes of a recovering addict is an interesting concept for a game and I think it has potential, but for the intended purpose of educating non-addicts and raising awareness, it will have to be much more detailed in terms of the interactions (Environment and people) and how they affect the mental state of the player.
The movement and interactions in the game are simple and easy to understand, and I like the modelling for the game. There is a lot of detail for the budget of the project with quite a large environment, although more interaction with the environment would be cool.
Some things I noticed while playing the game:
- Screen jitters when walking into any barrier
- Some prompts don't make sense: "Broom Closet Door" with a yes/no prompt. "Wardrobe" with a Yes/No prompt.
- If you look up/down past the FOV limit, your view gets stuck in that position until you've moved the mouse far enough down/up again.
- Spelling on go out on lunch prompt: Out an deat, Resteurant.
- Once the fridge door opens when making food, it's stuck open.
- If you lose and restart, the game state is resumed in terms of daily actions (food, laundry, garbage etc)
- After a restart, using the door brings up a dialog with no prompts or buttons, making the game unplayable.
- What's the point of cleaning up and eating? After several days of not doing one, it didn't seem to affect anything. What exactly do the icons in the top left mean and do?
- When in a prompt, hovering over "No" Highlights it and hovering over "Yes" does not.
- If you get home from work and immediately try to leave again, it breaks the game in the same way as above.
- Game gets monotonous after a few days - more interactions on the bus/uber/at work would help.