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This looks like an interesting premise to make an interactive story from. I've seen (and written) cases of this kind of story (a hospital stay with potentially deteriorating relationships), but I've never seen a version where the outcome is up to the player.

From the sound of things, am I right in assuming all of the choices are made in the dreams, and the daily events are based on stats? That sounds like another interesting divergence from the usual, since normally waking moments are where choices are and dreams are not interactive. I'd worry a bit about those kinds of expectations if I were writing the story, but hopefully you'll manage to make it feel natural enough to accept as part of the premise of the game.

I understand the desire to make sure getting a good ending isn't so easy that it can be done by accident, but I hope it doesn't end up too hard to get good results. There are enough stats that this looks like it could easily end up with requests for a walkthrough. Good luck balancing the stats, too; I've always had trouble with making the numbers in a game do what I want them to. Hopefully your spreadsheet helps with that.

At any rate, I hope your project goes well!

As you deduced, all choices are in the dreams, and the days (which are comparatively shorter) play out based on stats alone, without player decisions. For example: You'll wake up to a health status update, to let you know if you're recovering or worsening, then your girlfriend will talk to you and your character will talk back. Depending on your Stress, you may lash out in a way that hurts a random stat. After the conversation, your relationship Stat will move based on your Care.

I definitely want the good ending to be doable without a guide, but it may take a couple playthroughs to learn which stats are needed most at which times, and what kind of actions will give those stats. I want to be consistent enough that the player can learn that self-preservation decisions (like running away) tend to give Drive (aka will to live) but reduce Care (aka compassion), for example.

Thanks for the comment!