CASE STUDY

Anxiety of a Stutterer

A resource-management prototype about speech pressure, emotional recovery, and strategic card timing.

MODULE 01

Demo

Play Demo

MODULE 02

Resource Loop System Diagram

MODULE 03

Process Pushing System Diagram

MODULE 04

Reflection

Breath Resource Depth

Breath, as the action-point style resource, does not participate enough in the current version of the game. In future iterations, more cards can be built around Breath to make it a more central decision driver.

Time Pressure as Resource

Since the game is built around real-time decision-making, a countdown can be added so time itself becomes a resource. That would enrich the play space while making each choice carry its own pressure.