Game review

Adventures With Anxiety! Review

7.5 / 10

Developer
Nicky Case, Monplaisir
Publisher
Nicky Case (self-published, itch.io / ncase.me)
Released
1 January 2019
Platforms
Web browser (desktop and mobile)
Genre
Interactive fiction / visual novel
Monetisation
Free, open source (CC0 public domain), no ads and no in-game purchases
Players
Single-player only

The short version

Adventures With Anxiety! puts you in the wolf's fur — you play the anxiety, not the person — and stretches that idea across four acts of a college party gone wrong, with real psychology research folded into the jokes rather than bolted on as a bibliography. It's a bigger, funnier, more ambitious piece of writing than the same studio's Coming Out Simulator, and it plays just as well on a phone. Where it stumbles is the costume it puts on its own mechanic: HP bars and a "SPECIAL ATTACK" dress up what is still, underneath, tap-to-read and tap-to-choose, and the fight never has real stakes — nobody loses, nothing branches on the outcome, the bar is a metronome for the next scripted beat.

Biggest strengths

  • Real, correctly-cited research gets worked directly into the wolf's dialogue as a comedic weapon — Holt-Lunstad 2010 (PLoS Medicine) on loneliness and mortality, and Wood 2009 (Psychological Science) on positive affirmations backfiring for low self-esteem — rather than parked in a footnote nobody reads, confirmed by reading the actual scene scripts
  • Tap-to-advance and tap-to-choose is the entire interface, and it was verified working identically with real touchscreen taps on a simulated phone and real mouse clicks on desktop, across the loading screen, the animated cold open, and the opening dialogue, with zero console or page errors in every run
  • Some choices carry real, if short-range, consequence: accepting or declining a party invitation early in Act 1 changes which regret-menu shows up later in the same act, confirmed by reading both branches in the scene source

Biggest weaknesses

  • The HP bars and "SPECIAL ATTACK" framing borrow combat's visual language for a mechanic that is still just picking one of up to three dialogue lines — confirmed by reading Game.js and HP.js — and the bar never produces a different outcome; the final hit is always scripted to land, so the fight is dressed up more than the sister game's plain "tap to choose" ever pretended to be
  • The tracked "SPECIAL_ATTACK" choice resets each time the same beat recurs in a later act rather than compounding across acts, so its consequences are shorter-range than Coming Out Simulator's dinner-table choices, which reshaped an entire later scene
  • On desktop the game is still boxed into a fixed 360x600 canvas surrounded by black space, the same un-fixed presentation gap as the same engine's earlier game

Who it's for: Readers who liked Coming Out Simulator's writing and want more of it, and anyone curious what a genuinely funny piece of mental-health explainer writing looks like when it trusts its jokes more than its slideshow

Our recommendation: Worth the full 30 minutes it asks for, on whichever screen is in front of you — just go in expecting a very well-written visual novel with a fight-scene paint job, not a fight

7.5 / 10

Adventures With Anxiety! opens with a joke about its own structure: the title screen offers a "replay" option and warns, in three separate lines, that doing so will just "torture us again," fail to reveal "an alternate ending," and produce "ludonarrative dissonance." That's a game being honest about what it is before you've pressed play — a single, carefully-authored path through a bad night, not a branching tree with a true alternate route. What the joke undersells is how much craft went into that one path. Nicky Case's follow-up to Coming Out Simulator casts the player as the anxiety itself, a hyperactive red wolf living in the head of a college student named Hong, and spends four acts proving that a tap-to-choose dialogue game can carry real, cited psychology research without ever feeling like a lecture.

The premise does real work for the writing. You're not playing a person who has anxiety; you're playing the anxiety, whispering worst-case scenarios into Hong's ear and picking which specific worry to escalate — loneliness, unproductiveness, a vague fear that white bread is secretly bad for you. Every one of those branches into its own short, specific bit rather than a generic "you feel anxious" beat, and the game's best trick is having the wolf back up its fear-mongering with real citations. Told her friend's affirmations are working, the wolf snaps back with the actual 2009 Psychological Science finding that positive self-statements backfire for people with low self-esteem — and follows it with "look it up on Google Scholar, human" before screaming that anyone who disagrees is "spreading unscientific fake news." Loneliness gets the same treatment, footnoted mid-sentence to a real 2010 PLoS Medicine meta-analysis on social isolation and mortality. Both citations check out against the actual scene scripts, and both are used as jokes about how a well-informed anxious brain weaponizes real facts against you, not as homework. That's sharper writing than "here's a fact about anxiety" — it dramatizes the actual cruelty of knowing the studies.

A fight with no fight in it

Where Coming Out Simulator never pretended to be anything but tap-to-read, this game reaches for more theater: full-screen "SPECIAL ATTACK" sequences, an HP bar for Hong and one for the wolf's target, hit sounds, a screen-filling attack graphic. Reading Game.js and HP.js confirms what playing it suggests — none of that is a real combat system. Each "attack" is exactly the same choice mechanic as the rest of the game, dressed in different clothes: pick one of three lines, the game plays a hit animation and knocks a percentage off an HP value, and the story moves on regardless of the number left in the bar. The last hit in each sequence is hard-coded to land for 100% damage no matter what came before it — there's no way to lose the fight, win it early, or have the bar's state carry any narrative weight beyond that scene. The choice you pick during a "SPECIAL ATTACK" does change the next few lines — which specific fear Hong describes feeling afterward differs by pick, confirmed by reading all three branches — but that consequence resets each time the same beat recurs in a later act rather than building on itself. Coming Out Simulator's tracked choices reshaped an entire later scene's menu; this game's combat costume promises something with real stakes and delivers the same short-range payoff its sister game got without the costume.

That's a real knock, but it's a knock about honesty of presentation, not about whether the writing underneath is good — and Act 1's non-combat choices show the mechanic can carry weight when the game doesn't oversell it. Convince Hong to accept a party invitation early on and the game later offers a distinctly different menu of regrets than declining it does, confirmed by reading both branches directly. That's the same kind of quietly load-bearing choice tracking Coming Out Simulator did well, and it works here too — it's specifically the combat dressing that overpromises.

The interface hasn't changed, and that's a compliment

Every action in the game is still a tap: advance a line, or pick one of up to three options from a menu that fades in at the bottom of the screen. That interface was verified end to end with a real simulated touchscreen — genuine touch events, not synthesized mouse clicks — successfully starting the loading screen, triggering the animated cold-open's own tap prompt, and dismissing the title card's PLAY button, then repeated identically with real mouse clicks on a desktop viewport. No console errors, no page errors, and no failed network requests turned up in any of several full runs on either device profile. The one interface idea this game adds over its predecessor — an upfront reading-speed and auto-advance options screen, plus a "cuss-free mode" toggle for classroom use and content notes shown before the story starts — is a genuine accessibility improvement, and a thoughtful one for a game whose subject matter some players will want to approach carefully.

Where the interface hasn't improved is the desktop window. Like Coming Out Simulator, the game renders in a fixed 360×600 box centered in a sea of black space no matter how large the browser window is — reading the stylesheet confirms this is hard-coded, not a responsive layout that happens to look small. It's not broken, and it's clearly a deliberate mobile-first choice given how well the phone experience works, but seven years on from the engine's debut it's still the same unaddressed gap on a bigger screen.

Verdict

Seven and a half out of ten. This is a bigger, more ambitious piece of writing than Coming Out Simulator, and the two real citations it works into the wolf's dialogue are used more cleverly than almost any "message game" manages with its sourcing — as jokes about how anxiety weaponizes real facts, not as a bibliography slide. The choice-tracking that made the earlier game's writing feel reactive is present here too, in the parts that don't dress themselves up as combat. What holds it half a point below its sister game is exactly that dressing: an HP bar and a "SPECIAL ATTACK" sequence promise a kind of interactive stake — win, lose, change the outcome — that the mechanic underneath has never actually offered, and finding that out by reading the code rather than by losing a fight you couldn't lose is a small but real disappointment for what's otherwise a confidently-written 30 minutes. It clears this shelf's bar comfortably on the writing and the controls alone; it just isn't quite the tightest thing this author has made.

Playtesting, licence verification and community-reception figures checked 7 September 2026.

Pros and cons

Pros

  • Real, correctly-cited research gets worked directly into the wolf's dialogue as a comedic weapon — Holt-Lunstad 2010 (PLoS Medicine) on loneliness and mortality, and Wood 2009 (Psychological Science) on positive affirmations backfiring for low self-esteem — rather than parked in a footnote nobody reads, confirmed by reading the actual scene scripts
  • Tap-to-advance and tap-to-choose is the entire interface, and it was verified working identically with real touchscreen taps on a simulated phone and real mouse clicks on desktop, across the loading screen, the animated cold open, and the opening dialogue, with zero console or page errors in every run
  • Some choices carry real, if short-range, consequence: accepting or declining a party invitation early in Act 1 changes which regret-menu shows up later in the same act, confirmed by reading both branches in the scene source
  • Four full acts and roughly 6,600 lines of scene script — a substantially bigger piece of writing than the same author's Coming Out Simulator, with its own original soundtrack (Monplaisir, credited and linked to a Bandcamp release) rather than reused public-domain music
  • Completely free and CC0 public domain, confirmed by reading LICENSE.txt directly rather than trusting a metadata field, with no ads, no analytics, and thoughtful accessibility options (adjustable text speed, click-vs-automatic advance, a "cuss-free" toggle, upfront content notes)

Cons

  • The HP bars and "SPECIAL ATTACK" framing borrow combat's visual language for a mechanic that is still just picking one of up to three dialogue lines — confirmed by reading Game.js and HP.js — and the bar never produces a different outcome; the final hit is always scripted to land, so the fight is dressed up more than the sister game's plain "tap to choose" ever pretended to be
  • The tracked "SPECIAL_ATTACK" choice resets each time the same beat recurs in a later act rather than compounding across acts, so its consequences are shorter-range than Coming Out Simulator's dinner-table choices, which reshaped an entire later scene
  • On desktop the game is still boxed into a fixed 360x600 canvas surrounded by black space, the same un-fixed presentation gap as the same engine's earlier game
  • Reception is more divided than the itch.io number alone suggests: Glitchwave's smaller, more critical enthusiast audience rates it 3.07 out of 5 from 34 ratings, well below itch's 4.9 from roughly 7,400 — some of that crowd found the plot's specific college-party scenario too narrow a stand-in for how differently anxiety actually shows up
  • No fail state and only cosmetic replay value — the game's own title screen jokes that replaying will just "torture us again" rather than surface a real alternate path

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6 / 10
  • Visuals 6.5 / 10
  • Value 8.5 / 10
  • Originality 7 / 10
  • Replayability 5.5 / 10
  • Story 8 / 10