Video Link:https://drive.google.com/file/d/1LVirmEA20oA_FFlJZ0E6KlsPvqrObjkR/view?usp=sharing
Gameplay Steps
- The player randomly draws a task card.
- The player has only 60 seconds to complete the task on the card.
- The NPC chooses a patrol route within the space. After the game begins, the NPC may only walk along this route. The NPC may turn around but cannot turn their head independently.
- When the NPC is facing the player, the player must immediately stop moving and freeze for 10 seconds, while the NPC continues their movement.
- After the freeze ends, the player may continue performing the task until the 60-second limit is reached.
- If the player completes the task within the time limit, they win the game.
Task List
- Count the number of objects around you that come in three different colors.
- Find the number “5, 6” somewhere and take a photo of it.
- Perform 5 simple actions and record a 10-second video.
- Find a sign or notice board and read a paragraph from it out loud (record audio).
- Find a spot where you can see the sky and take a photo.
- Face an object, say something encouraging to yourself, and record a video.
- Take three photos: one of a circle, one of a square, and one of a triangle.
- Make a “victory pose” and take a picture of yourself.

Summary
Initially, I wanted to create a multi-level video game with progressively increasing difficulty, but after trying it out, I found that the development workload far exceeded my expectations, so I had to abandon that idea and instead try interactive gameplay based on the real world. However, during testing, I found that it was difficult for players to maintain a sense of immersion. To solve this problem, I drew inspiration from horror movies, where killers are often accompanied by oppressive background music, slowly approaching the protagonist, whose movements become distorted due to tension. I wanted to translate this tension into the experience, so I added a series of restrictions to the game: such as strict mission completion time limits, and having NPCs play music through another device while patrolling, so that players not only visually pay attention to the NPCs’ movements but also feel the oppressive atmosphere aurally. Through this combination of methods, I hope players can more realistically experience the psychological pressure and behavioral constraints brought about by social anxiety.
Artist Statement
This project is inspired by the experiences of social anxiety, where even simple daily tasks can become emotionally overwhelming under the gaze of others. In the game, the task cards symbolize routine actions, while the NPC’s fixed patrol and sudden attention represent the intrusive presence that socially anxious individuals often fear. The forced freeze mechanic mimics the instinct to hide or minimize one’s presence when feeling observed, interrupting the player’s progress just as anxiety interrupts real-life functioning. By placing ordinary tasks under time pressure and the threat of being “seen,” the game transforms mundane actions into moments of tension, illustrating how much effort is required simply to move through public space when one’s instinct is to withdraw. Ultimately, the work aims to evoke empathy for the invisible labor behind social anxiety and to give players a brief encounter with the vulnerability embedded in these everyday struggles.