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Interesting idea! I really like the concept of having to prevent the bad options from being said. It captures the idea of anxiety over blurting out the wrong thing really well. Ran into some bugs on my end though. There's a few buildings that I couldn't get out of after entering and one play through an image of him passed out in front of a bed popped up? May have been a game over screen before it was intended to be displayed? 

One thing I'd suggest gameplay wise though, is speed up the timers on the different options. Or maybe have different options vary in how fast they drain indicating they'll increase stress more then the average wrong choice. Might be a way to spice that up!

Either way, interesting concept! Would love to see this with some more polish!