Opening Questions
The game will first determine how best to help you. This includes making sure the game is accessible to everyone, regardless of their abilities. After all, negative emotions don't discriminate... why should we?
Choosing a Boss
There are multiple negative emotions that you can select to be the boss you'd like to beat. Each boss will have different task levels and requirements based on the boss you choose. For example, depression may focus more on Bruno to ensure the user eats whereas a burnout user will have a higher sleep requirement.
Map
The map will display all the animal companions and their taskbars. It will also show the emotional boss and their current health bar.
Character Interaction
Each character has tasks related to help with negative emotions. In the image below, Snooze has a target amount of sleep as 7 hours and once the user successfully sleeps for the targeted time Snooze will be able to attack the boss!
Attacking the Boss
After animal companion(s) have reached a full task bar they will be ready to attack the chosen boss. After each animal companion attack, the boss's health bar will go down by one increment and once you have accomplished filling the tasks bars and attacking the boss enough times, the boss will be defeated and the user's mental health will have improved.