# Game Design Document Chemo-Sim ## Elevator Pitch First-person chemo simulator. Painfully accurate. Darkly funny. You don't beat cancer — you survive the treatment. ## Core Pillars 1. **Medical Accuracy** — Symptoms, treatments, and timelines grounded in real chemo regimens 2. **Dark Comedy** — Absurdity, gallows humor, and uncomfortable laughs as coping mechanism 3. **Empathy Through Experience** — Players feel what patients feel, without after-school-special moralizing ## Tone Guide - **Voice:** First-person internal monologue. Sarcastic, exhausted, occasionally surreal. Think: _Fight Club_ narrator meets hospital discharge paperwork. - **Humor boundaries:** Joke about the situation, never the patient. Punch up at the healthcare system, the absurdity of side effects, the cosmic unfairness. Never punch down at suffering. - **"No filter" means:** Honest about bodily functions, honest about fear, honest about the weird places your brain goes. Not edgelord shock content. - **NPCs:** Nurses are tired professionals with dark humor of their own. Other patients range from gallows-humor veterans to terrified newbies. Doctors are well-meaning but rushed. ## Gameplay Loop ``` Arrive at hospital → Check in → Wait (minigames happen here) → Treatment session → Side effects kick in → Go home → Cope → Repeat ``` Each cycle = 1 treatment day. Side effects accumulate. Mental state degrades. Dark humor escalates. ## Symptom Systems | Symptom | Mechanic | Visual/Audio Cue | | ---------------- | --------------------------- | ------------------------------------ | | Nausea | Screen tilt, vomit QTE | Color desaturation, stomach gurgle | | Hair loss | Progressive visual | Mirror reflection, clumps in shower | | Taste distortion | Food minigame becomes wrong | Metallic sheen on food, wrong sounds | | Chemo brain | UI corruption | Text scrambles, buttons move | | Fatigue | Movement slows, inputs lag | Heavy breathing, blurred edges | ## Minigames ### Vomit (Phase 1) Keys appear in sequence. Miss = mess. Hit = clean-ish. Accuracy tracked. ### Eat This Food (Phase 2) Food appears normal. You remember it tasting different. Choose what's "wrong" — taste, texture, temperature. Always wrong. Gets harder. ### Conversation Memory (Phase 2) NPC asks questions. You respond. Later, they reference your answers. If chemo brain scrambled it, dialogue branches to confusion. ### Hospital Navigation (Phase 2) Find your way while dizzy. Controls invert randomly. Screen tilts. Timer counts down. ## Progression - **Day counter:** Week 1 through Week 6+ - **Cumulative effects:** Each symptom has intensity 0–100. Increases per treatment. Some plateau, some don't. - **Regimen variance:** Different drug combos produce different symptom profiles. Random at start, player can't choose — because patients can't. - **No win condition.** You finish treatment or you don't. The game ends when the regimen ends. ## Unlockables - Hidden minigames (absurdist: argue with insurance, decode hospital bill) - Internal monologue logs (unlock sarcastic commentary on each symptom) - Achievement names are dark jokes