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During this phase, the goal isn't "getting her to school." It’s stabilization. It’s about making the home a safe space where the fight-or-flight response can finally simmer down. Phase 2: The Deep Dive (Days 11–20)

📍 A moving, short experience for players who enjoy character-driven dramas rather than high-octane gameplay.

School refusal often comes with a massive side of guilt and "failure" identity. We started small "missions"—a 10-minute walk to get coffee or a quick drive to see the sunset. The goal wasn't to "get her out," but to show her that the world outside her room is still safe.

: Neglecting her health or making poor dialogue choices can lead to "bad endings" where the attempt to reconnect fails. Quick Strategy Tips

If progress stalls or worsens