Aleah, Mason, Lauren
- Theme: Politics as systems, not heroes
- Genre: Satirical management sim
- You don’t control leaders you control the system around them: media bias, lobbyists, public fear, misinformation.
- Even “good” leaders fail if the machine is broken.
- Mind shift: Political outcomes are shaped by systems, not just individuals.
- Theme: Air pollution & corporate denial
- Genre: Survival horror
- The air is slowly becoming toxic. You wear a mask, but filters are expensive, rare, and controlled by a private company.
- The world looks normal at first… until you remove the mask and see the truth:
- Buildings are rotting
- People are coughing black smoke
- The sky is decaying
- The company insists everything is safe.
- Mind Shift: The scariest thing is that the truth is optional.
–
- Theme: Climate normalization
- Style: Semi-cooperative / social horror
- Core Mechanic
- Disaster cards (fire rain, mass floods, toxic fog) are drawn every round.
- But players also draw Normalization cards that force them to act like nothing is wrong.
- If anyone reacts with fear, the group loses resources.
- Horror Twist
- The more disasters happen, the fewer panic responses are allowed.
- Mind Shift: You realize you’re suppressing fear to survive.
- Theme: Fossil fuel dependence
- Style: Engine-building horror
- You feed a central Engine with Fuel cards to keep cities alive.
- The Engine mutates, demanding more every round.
- You can shut it down but doing so kills cities immediately.
- Mind Shift: The system only exists because you keep it alive.
- Theme: Collective guilt
- Style: Reverse victory
- Every time you “fix” a problem, the world worsens.
- The only way to win is to stop playing, but the rules never say that.
- Mind Shift: The game teaches you when to walk away.
PERSUASIVE ENDLESS GAME (FROM WEEK ONE)
The persuasive purpose of this digital pet experience is to emotionally connect users to their virtual companion by making them feel responsible, needed, and valued, encouraging consistent engagement through care-based gameplay. By showing that the pet depends on the user for its happiness and growth and becomes lonely when neglected the experience taps into empathy and attachment rather than rewards alone. This motivates users to return often, form a bond, and unlock new pets, reinforcing the idea that their time, attention, and kindness truly matter.
