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Whether my game will discourage people from using addictive substances, or at least reduce the amount of consumption, depends largely on whether the player realizes that he is consuming too much.

In the game there will be a calculator (already half included) that shows the player how much he has taken and how much money it costs him. To do this, he can enter his consumption and exactly this amount will run towards him.

Suppose the player states that he consumes 4 beers a day for 3 years (~1000 days). Plus 20 cigarettes a day. So he comes up with a beer amount of ~ 4,000 and ~ 20,000 cigarettes.

This number will run counter to him if he chooses to because the world is procedural and infinite. Then you realize just how much it actually is. That was also the intention behind the game.

As a smoker myself, I know what addiction feels like. However, I like to forget that I often overdo it with the amount.

Awareness is the first step to improvement.

A number of other useful features are planned.

I hope I was able to answer your question somehow. Otherwise just ask again.