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October 20, 2025

Devlog 2. How It Actually Plays

Greetings! Now let’s talk about how it actually play - the genre, controls, and what kind of gameplay to expect.

Genre

The core of the project is a simplified point & click adventure.
Why this genre? Because it gives the kind of experience I’m going for – calm, focused, and driven by curiosity rather than reflexes (but don’t worry, there are a few spots where you’ll need to react fast).

Controls

The entire game runs on mouse control - from dialogues and mini-games to inventory and scenes. No need to walk or aim precisely: just point, click, and interact.

Gameplay

The game is divided into two main parts:
• Working with Patients
• Pixel hunting

Working with Patients
This is the core of the game. The doctor’s day job is simple - “treat” people and earn some money. No deliberate spicy stuff here - only some awkward moments and funny situations, nothing more. The point is to make some cash and get the hands steady before moving on to the more “interesting” cases.


But sometimes, special patients appear - the ones who catch the doctor’s eye. Each has her own story, personality, and look - from a shy housewife to someone far more mysterious.
With them, therapy takes a more unusual turn. As the relationship deepens, new scenes, animations, and interactions unlock.

Pixel hunting

A bit of old-school adventure flavor.
You can toss a coin into a fountain, check clothes or for something useful, or pick up items for your inventory.


Sometimes you’ll take something from your bag and test if it can be used on something around you. Dialogues and objects often drop small hints, and sometimes curiosity alone pays off.

Alright, that’s all for now - I’m off to mess with more pixels and pretend it’s game design. Thanks for reading!