A board game prototype about how a habit forms. You go round a 3D board, read a situation out of an ordinary student week, and choose what you'd actually do about it. Coping cards win slices; three slices send you running for the middle. Plays in the browser against one to three AI opponents.
This game draws its board with WebGL, which your browser has turned off or doesn't support, so the frame above will stay black.
Wellbeing and addiction are measured from the same centre line. An easy way out pays you wellbeing and moves addiction at the same time — you did feel better, and you did move left. That is the whole lesson in one frame.
Play any coping card on a situation and you win that colour's slice; whether it was the best fit only changes the points. An easy way out never earns one. You win it for handling the thing, not for feeling good.
Three slices is not the win. You still have to reach the centre, turning in at a branch head, while the gauges keep moving — the last stretch is where it is easiest to slip.
At 100 addiction you relapse: lose a slice and drop back to 60. At zero wellbeing you burn out and sit out a day. Progress has to be losable — a score that only goes up teaches the opposite of the thing.