Games can simulate frustration. They can turn anxiety into a platformer. What they struggle with is the morning you can't get through — and what happens when a game stops pretending otherwise. My first piece for Unwinnable on A Heavy Morning and the limits of making internal states playable
Filipe Urriça
"You can’t speed-run or optimize a heavy mental state."
@filipeurrica.bsky.social talks to Mays Dweiri about her upcoming game A Heavy Morning and its unique approach to portraying mental health in mechanics: