anxiety/scenes/act4.md

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Raw Blame History

act4

SceneSetup.act4();
publish("SAVE_GAME", ["act4"]);
Game.FORCE_CANT_SKIP = true;

(...5001)

publish("set_how_many_prompts", [1]);
Game.FORCE_CANT_SKIP = false;
Game.CLICK_TO_ADVANCE = true;

n3: (game auto-saved)

Game.clearText();
Game.FORCE_CANT_SKIP = true;

(...1001)

var hong_frame = _.INJURED ? 9 : 0;
publish("act4", ["hong_walks_in",hong_frame]);
sfx("grass_step1", {volume:0.1});

(...666)

publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step2", {volume:0.2});

(...666)

publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step1", {volume:0.25});

(...666)

publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step2", {volume:0.3});

(...666)

publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step1", {volume:0.35});

(...1667)

publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step2", {volume:0.35});

(...666)

publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step1", {volume:0.35});

(...666)

publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step2", {volume:0.35});

(...1333)

publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step1", {volume:0.20});

(...167)

publish("act4_hong_sits");

(...66)

publish("act4", ["hong_transition", "next"]);
sfx("squeak");

(...133)

publish("act4", ["hong_transition", "next"]);

(...1333)

publish("act4", ["hong_transition", "next"]);
sfx("rustle");

(...333)

publish("act4", ["hong_transition", "next"]);

(...1001)

publish("act4", ["hong_transition", "next"]);

(...333)

publish("act4", ["hong_transition", 9]);
sfx("sandwich");

(...333)

publish("act4", ["hong_transition", 10]);

(...333)

publish("act4", ["hong_transition", 9]);

(...333)

publish("act4", ["hong_transition", 10]);

(...333)

publish("act4", ["hong_transition", 9]);

(...333)

publish("act4", ["hong_transition", 10]);

(...333)

publish("act4", ["hong_transition", "next"]);

(...1466)

publish("act4-out-1");

(...201)

publish("act4", ["hong_transition", "next"]);

(...99)

publish("act4", ["hong_transition", "next"]);

(...99)

publish("act4", ["hong_transition", "next"]);

(...99)

publish("act4", ["hong_transition", "next"]);

(...99)

publish("act4", ["hong_transition", "next"]);

(...99)

publish("act4", ["hong_transition", "next"]);

(...99)

publish("act4", ["hong_transition", "next"]);

(...99)

publish("act4", ["hong_transition", "next"]);

(...99)

publish("act4", ["hong_transition", "next"]);

(...99)

publish("act4-show-chars");
Game.FORCE_CANT_SKIP = false;

(...901)

hong({body:"sigh_1"})

(...601)

hong({body:"sigh_2"});
bb({eyes:"look_down"});

h: sigh

hong({body:"hold", eyes:"normal", mouth:"normal"});
bb({eyes:"normal"});

h: So what the ^hell^ was the moral of this story?

hong({body:"one_up", eyes:"annoyed"})

h: What did we even learn? I was being stupid, my "friends" were using me, and we almost frickin' died.

hong({body:"normal", eyes:"normal"})

{{if _.INJURED}}
Yeah, not to mention the hospital bill.
{{/if}}

{{if !_.INJURED}}
Yeah, not to mention the liver damage.
{{/if}}

Yeah, that was the worst-case scenario.

Yeah, I was right.

act4a_bill

hong({eyes:"annoyed_l", mouth:"narrow"});

h: Right. I don't think my insurance plan covers "being a dumb^ass^".

hong({eyes:"annoyed", mouth:"normal"});

b: And yet... we survived!

hong({eyes:"normal"});

h: ?

(#act4b)

act4a_liver

bb({eyes:"normal_d"});

b: We definitely shaved a few years off our life expectancy...

bb({eyes:"surprise"});

b: But at least we still have a life expectancy! We survived!

hong({eyes:"surprise"});
bb({eyes:"normal"});

h: ?

(#act4b)

act4a_worst

bb({eyes:"normal_d"});

b: And yet...

h: Hm?

bb({eyes:"surprise"});

b: We survived!

(#act4b)

act4a_right

bb({eyes:"normal_d"});

b: But... you were right, too.

hong({eyes:"surprise"});

h: Hm?

bb({eyes:"normal"});

b: I was the wolf who cried wolf. So when actual danger came, you justifiably didn't believe me.

bb({eyes:"surprise_r"});

b: And yet, we survived!

(#act4b)

act4b

bb({eyes:"normal", mouth:"normal"});
hong({eyes:"normal", mouth:"normal"});

b: Despite everything, we're still here.

hong({eyes:"suspect"});

{{if _.INJURED}}
h: You seem pretty calm considering we just had a near-death experience.
{{/if}}

{{if !_.INJURED}}
h: You seem pretty calm considering we just had a near-near-death experience.
{{/if}}

hong({eyes:"normal"});
bb({eyes:"annoyed_d", mouth:"narrow"});

b: Well, it makes everything else less scary in comparison. It's also got me thinking.

bb({eyes:"normal", mouth:"normal"});

b: If me fighting you sucks, because it doesn't protect you...

h: But me fighting you also sucks, because it just makes you yell louder...

bb({eyes:"normal_r"})

b: Then maybe...

bb({eyes:"normal"})

h: Maybe we don't have to fight.

Game.FORCE_CANT_SKIP = true;
Game.clearText();

(...301)

publish("smash",[0]);

(...2001)

publish("smash",[1]);
sfx("smash_glass");

(...2601)

publish("smash",[2]);
bb({eyes:"normal", mouth:"normal"});
hong({eyes:"normal", mouth:"normal"});

(...2001)

Game.FORCE_CANT_SKIP = false;

(#act4b_2)

act4b_2

music('dontfight',{fade:5, volume:0.6});
bb({eyes:"annoyed_d"});

b: I'm not a Big Bad Wolf. But I'm not a guard-wolf either.

bb({eyes:"sad_d"})

b: I'm a battered shelter dog.

bb({eyes:"sad"})

b: We've been through rough stuff. Maybe trauma or neglect. That's why I sometimes over-react and go:

sfx("yaps", {volume:0.6});
bb({body:"yap_1"});
Game.FORCE_CANT_SKIP = true;
Game.WORDS_HEIGHT_BOTTOM = 215;
Game.FORCE_TEXT_DURATION = 90;
Game.FORCE_NO_VOICE = true;

b: YAP YAP YAP YAP YAP

(...1884)

Game.WORDS_HEIGHT_BOTTOM = -1;
Game.FORCE_CANT_SKIP = false;
bb({body:"normal", mouth:"scream", eyes:"scream_sad"});

b: But I don't want to be a cowardly dog! I want to protect you! I want to be a good dog!

bb({eyes:"sad", mouth:"normal"});

b: Human... will you help tame this wolf?

hong({eyes:"sad"})

h: I... I'll try.

hong({eyes:"normal_l", body:"chin", mouth:"narrow"})

h: Okay. Healthy relationship with emotions. Relationships need communication. So, let's communicate.

hong({eyes:"normal", body:"hands_1", mouth:"normal"})

h: The next five minutes are going to sound super cheesy, but let's fake it 'til we make it.

hong({body:"hands_2", mouth:"normal"});

h: Dear inner wolf... how are you feeling?

n2: TOTAL FEARS USED:

n2: HARMED {{.attack_harm_total}}, UNLOVED {{.attack_alone_total}}, BAD PERSON {{_.attack_bad_total}}

n2: WHAT FEAR DO YOU WANT TO TALK ABOUT FIRST? (YOU CAN DO THE OTHERS LATER)

_.a4_fears_discussed = 0;
_.num_thanks = 0;
hong({body:"normal"});
bb({eyes:"normal"});

I'm scared we'll be harmed.

I'm scared we'll be alone.

I'm scared we're bad people.

act4_harm

_.a4_talked_about_harm = true;
_.a4_fears_discussed += 1;

bb({eyes:"normal_d"})

b: I want to protect your need for physical safety,

bb({eyes:"sad_d"})

b: But the whole world seems so dangerous. So full of tragedy and evil.

bb({eyes:"sad"})

{{if _.a4_fears_discussed==1}}
b: I dunno, enough of me choosing what to say next. What do you say, human?
{{/if}}

{{if _.a4_fears_discussed==2}}
b: Again, back to you, human. What do you think?
{{/if}}

{{if _.a4_fears_discussed==3}}
b: More thoughts, human?
{{/if}}

Game.OVERRIDE_CHOICE_SPEAKER = "h"

You're right. So let's protect ourselves.

Let's expose ourselves to more danger.

Thank you. _.thanks_for = "physical safety";

act4_harm_skills

bb({eyes:"look_down", body:"paw"})

b: But... how? I have fangs and claws, but I'm just a metaphor.

bb({ body:"normal", eyes:"normal" });
hong({ body:"one_up", eyes:"surprise" });

h: We could learn self-defense? Join a community that protects each other? Improve our general health & personal boundaries?

bb({ eyes:"annoyed_r" });
hong({ body:"normal", eyes:"normal" });

b: Maybe, but...

Where do we even start?

What if they still don't work?

What if we go overboard on "safety"?

act4_harm_skills_start

bb({ eyes:"sad_d" })

b: There's so much to do, so much we need to fix about ourselves. What do we even begin with?

hong({ body:"shrug", eyes:"surprise" })

h: We're beginning right now.

bb({ eyes:"normal", mouth:"narrow" })

b: Eh?

bb({ body:"normal", mouth:"normal" });
hong({ body:"normal", mouth:"normal", eyes:"normal"});

h: We're practicing good communication right now. Which will help us detect danger better, with fewer false positives,

hong({ eyes:"surprise" });

h: And that will help protect us from harm!

hong({ eyes:"normal", mouth:"normal" });

h: Therefore: this is self-defense training.

bb({ eyes:"normal_r" })

b: Huh. I was expecting more of this:

Game.FORCE_CANT_SKIP = true;
Game.clearText();
hong({ eyes:"sad", mouth:"smile" });
bb({ body:"karate_1" });
sfx("hiya");

(...1001)

Game.FORCE_CANT_SKIP = false;

(#act4_something_else)

act4_harm_skills_work

bb({ eyes:"normal" });

h: True, there's no way to 100% protect ourselves...

hong({ body:"one_up" });

h: But even a 1% improvement is still worth something, right?

bb({ eyes:"annoyed" });
hong({ normal:"one_up" });

b: You're seeing the glass as not 99% empty, but 1% full?

bb({ eyes:"normal" });

h: Which is still worth something if you're stranded in the desert.

bb({ eyes:"closed" });

b: Well. Bottoms up, then.

(#act4_something_else)

act4_harm_skills_overboard

bb({ body:"chest", eyes:"annoyed" })

b: I mean, the whole reason you ignored my warnings was because I went overboard with safety!

bb({ body:"normal", eyes:"normal" })

h: Naw, you're right. We would want to do safety in moderation. Everything in moderation.

bb({ eyes:"suspect" })

b: Sorry, EVERYTHING in moderation?

hong({ eyes:"annoyed" })

h: A moderate number of things in moderation.

bb({ eyes:"closed" });
hong({ eyes:"normal" });

b: Thank you for making your statements recursively self-consistent.

(#act4_something_else)

act4_harm_exposure

bb({ mouth:"scream_talk", eyes:"scream", MOUTH_LOCK:true });

b: WHAT

bb({ mouth:"narrow", eyes:"suspect" });
hong({ body:"one_up" });

h: I mean, let's say a dog is scared of thunder.

hong({ body:"hands_1" });

h: One trick trainers use is to play a recording of thunder at a low volume, then give the dog a treat for staying calm.

hong({ body:"hands_2" });

h: Over several days, the trainer raises the volume bit by bit, until the dog has overcome their fear of thunder.

hong({ body:"normal", eyes:"surprise" });
bb({ mouth:"normal", eyes:"normal" });

h: It's called exposure therapy!

hong({ body:"point", eyes:"normal" });

h: Since you're a dog, it should work for you too, right? All mammals have the same fight-or-flight response.

hong({ body:"normal" });

What if we desensitize too much?

What if we're exposed to real danger?

I'm a wolf, not a dog. bb({ eyes:"suspect" })

act4_harm_exposure_dog

h: And I'll show you kindness and patience 'til you're domesticated into a cute lil' puppy.

bb({ MOUTH_LOCK:true })

b: ...

bb({ eyes:"sad", mouth:"smile" })

b: D'aw.

(#act4_something_else)

act4_harm_exposure_overboard

bb({ eyes:"annoyed" })

b: We just saw what happens if you shut down your fear you put yourself in actually dangerous situations.

bb({ eyes:"angry_r", body:"one_up" })

b: Besides, won't too much desensitization turn us into psychopaths?

bb({ mouth:"scream", eyes:"scream", body:"two_up" })

b: Soon we'll give ourselves treats while watching snuff murder porn!

hong({ eyes:"annoyed" })

h: I... think there's a line between that and the thunder.

bb({ body:"normal", mouth:"normal", eyes:"suspect" })

b: But exactly where, human? Where?!

hong({ eyes:"surprise", body:"one_up" })

h: I don't know. But you can help me!

hong({ eyes:"normal", body:"normal" })

h: Working and negotiating with you, we'll draw that line.

bb({ body:"paw", mouth:"narrow", eyes:"closed" })

b: Okay. But I've got no opposable thumbs, so you have to do the drawing.

(#act4_something_else)

act4_harm_exposure_hurt

bb({ body:"two_up", eyes:"angry_r" })

{{if _.INJURED}}
b: For example: we jumped off a freaking roof!
{{/if}}

{{if !_.INJURED}}
b: For example: we almost jumped off a freaking roof!
{{/if}}

hong({ eyes:"annoyed" });
bb({ body:"normal", eyes:"annoyed" });

h: Nah you're right. One can go too far.

hong({ eyes:"normal" });

h: But that's why, if we do exposure therapy, we'll start small, and make small steps upward.

h: Just before we hit actual danger, we stop.

bb({ eyes:"annoyed_r", mouth:"narrow" });

b: Yeah I draw the line between hearing loud thunder, and standing in a storm with a tall pointy hat.

(#act4_something_else)

act4_thanks

_.num_thanks += 1

{{if _.num_thanks==1}}
(#act4_thanks_1)
{{/if}}

{{if _.num_thanks==2}}
(#act4_thanks_2)
{{/if}}

{{if _.num_thanks==3}}
(#act4_thanks_3)
{{/if}}

act4_thanks_1

bb({ MOUTH_LOCK:true })

b: ...

bb({ eyes:"annoyed" })

b: Wait, no arguments for or against what I'm feeling? Just... "thank you"?

hong({ eyes:"surprise", body:"shrug" })

h: Yeah! Thank you for showing your concern for my {{_.thanks_for}}.

bb({ eyes:"closed_annoyed", MOUTH_LOCK:true });
hong({ eyes:"normal", body:"normal" });

b: ...

h: You okay?

bb({ eyes:"super_sad", mouth:"narrow" });

b: You've never said thank you to me before.

hong({ mouth:"smile" });

h: Aw you big fuzzy-wuzzy panic-wolf.

(#act4_something_else)

act4_thanks_2

h: Even if you over-react, I appreciate you looking out for my {{_.thanks_for}}.

bb({ eyes:"annoyed" })

b: Wait... you're not just repeating "thank you" to avoid actually talking about these fears, are you?

bb({ eyes:"normal" });
hong({ eyes:"annoyed", body:"chin" });

h: Well, stuff's complicated, and I don't always have answers ready.

hong({ eyes:"annoyed_l", body:"one_up" })

h: It's not like life gives you a list of 3 pre-made dialogue responses.

hong({ eyes:"normal", mouth:"smile", body:"normal" })

h: But for now, at least I can at least say thanks.

b: Well, thank you too, for listening to me patiently.

bb({ eyes:"closed" });

b: You small hairless flesh-mammal.

(#act4_something_else)

act4_thanks_3

h: Even if your yapping scares me, you're simply trying to protect my {{_.thanks_for}}.

bb({ eyes:"smile_r" });

b: Okay, if you keep flattering me like this, the internet's gonna get some weird ideas about us.

bb({ eyes:"smile" });
hong({ eyes:"annoyed" });

h: C'mon, I'm just a vulnerable college-age kid and you're a big, scary wolf. What's the worst that cou--

hong({ eyes:"normal", body:"point" });

h: Actually, do not answer that.

(#act4_something_else)

act4_alone

_.a4_talked_about_alone = true;
_.a4_fears_discussed += 1;

bb({ eyes:"sad_d" });

b: I want to make sure you fulfil that deep, human need to belong...

bb({ eyes:"sad_u" });

b: But I worry that if anyone ever knew us the real us we'd scare them all away.

bb({ eyes:"sad" });

{{if _.a4_fears_discussed==1}}
b: I dunno, enough of me choosing what to say next. What do you say, human?
{{/if}}

{{if _.a4_fears_discussed==2}}
b: Again, back to you, human. What do you think?
{{/if}}

{{if _.a4_fears_discussed==3}}
b: More thoughts, human?
{{/if}}

Game.OVERRIDE_CHOICE_SPEAKER = "h"

I agree: let's work on our social life.

I think people like us. Let's find out?

Thank you. _.thanks_for = "social belonging";

act4_alone_skills

bb({ eyes:"normal" });
hong({ body:"chin" });

h: We could practice skills like asking questions, listening and empathizing, being open and vulnerable, etc?

hong({ eyes:"normal_l" });

h: Or make better social habits, like scheduling time with friends or regularly going to meetups?

hong({ body:"one_up" });

h: Could also learn to get more comfortable with rejection.

hong({ eyes:"normal" });

h: Or learn to know when people aren't rejecting us, they're just tired or have Resting ^Bitch^ Face.

hong({ body:"normal" });
bb({ eyes:"annoyed_r" });

b: That's a lot of options. But, about "learning social skills"...

Isn't that manipulative?

Won't that make us easier to manipulate?

What if we still fail?

act4_alone_skills_manipulative

bb({ eyes:"suspect" });

b: Aren't serial killers who can read their victims' emotions great at "empathy"?

bb({ eyes:"annoyed" });

b: Didn't Charles Manson win friends and influence people?

hong({ eyes:"annoyed", body:"chin" });

h: No, you're right.

h: "Social skills" mean nothing if we don't genuinely care for people.

hong({ body:"normal" });

h: Basically, just don't be a ^dick^.

bb({ eyes:"annoyed", mouth:"smile" });

b: That's a motivational poster caption right there.

hong({ body:"shrug", mouth:"narrow" });

h: “Don't Be A ^Dick^™”

(#act4_something_else)

act4_alone_skills_manipulated

bb({ eyes:"angry" })

b: We'll become a Welcome doormat, saying Please and Thank You as people wipe their feet on us!

bb({ mouth:"scream", eyes:"scream" })

b: We'll kiss so much butt, it'll look like we're wearing brown lipstick!

bb({ mouth:"normal", eyes:"normal" });
hong( body:"chin" });

h: Nah, you're right. "Social skills" can't be just about pleasing others, it's also got to be about setting boundaries.

hong( body:"one_up" });

h: We can't invite others into our home, if we have no walls to hold up our home.

hong( eyes:"angry", mouth:"narrow" });
bb( eyes:"annoyed", mouth:"smile" });

h: Also... re: that lipstick mental image... ew??

(#act4_something_else)

act4_alone_skills_fail

bb({ eyes:"annoyed" });

h: We might fail. Actually, we will fail.

bb({ eyes:"normal" });
hong({ eyes:"surprise", body:"shrug" });

h: And that's fine! Failing is how anyone learns anything new at first!

hong({ body:"normal", eyes:"normal" });

h: So let's fail forward together, yeah?

bb({ eyes:"normal_r" });

b: Sure, I guess... worst-case scenario, we can just skip town and get a new identity.

bb({ eyes:"normal" });

h: Yeah I think that only costs two bitcoins these days.

(#act4_something_else)

act4_alone_experiment

hong({ body:"one_up" });
bb({ eyes:"normal" });

h: We could try some experiments!

hong({ body:"chin" });

h: We could ping a friend to hang out, reconnect with an old pal, or even just chat with a barista.

hong({ body:"normal" });

h: I think we may find we're more likeable than we suspect.

bb({ eyes:"annoyed" });

What if these are small, cheap "wins"?

What if this is a burden to others?

But small talk isn't the real us!

act4_alone_experiment_real_us

bb({ eyes:"sad" });

b: If we put on a shallow smile, we'll never really connect with anyone,

bb({ eyes:"super_sad" });

b: But if we open up, other people will see all our messed-up insides!

hong({body:"chin", mouth:"narrow", MOUTH_LOCK:true})

h: ...

hong({body:"normal", mouth:"normal"});
bb({eyes:"normal"});

h: Roll over.

b: What.

hong({body:"hands_1"})

h: When dogs want to show love and trust, they make themselves vulnerable by exposing their belly.

hong({body:"one_up"})

h: Maybe we're not yet secure enough to be too vulnerable, but with enough training,

hong({body:"normal", eyes:"surprise"})

h: One day we can show people the real us all messed-up, all human.

hong({eyes:"normal"});
bb({ eyes:"super_sad", mouth:"smile", body:"chest" });

b: I'll roll over if you give me a treat.

bb({ eyes:"normal", mouth:"normal" });

h: No.

(#act4_something_else)

act4_alone_experiment_cheap

b: Saying "hi" to the barista isn't exactly gold-medal performance in the Social Butterfly Olympics.

hong({ body:"point", eyes:"surprise" });
bb({ eyes:"normal" });

h: It is for us!

hong({ body:"one_up", eyes:"annoyed" });

h: In the social arena, we're not even featherweight class, we're like... quark-weight.

hong({ body:"normal", eyes:"normal" });

h: If we have to start with small, cheap wins, so be it. Gotta climb the 1st step before the 1000th step.

b: Yeah! Maybe after saying "Hi", we can advance to saying...

bb({ body:"two_up", mouth:"smile", eyes:"smile_u" });

b: "How are you?"

hong({ body:"shrug", mouth:"smile", eyes:"surprise_l" });

h: "Not much!"

(#act4_something_else)

act4_alone_experiment_burden

bb({ eyes:"suspect_r" })

b: Maybe the barista just wants to make some dang coffee, not be an experiment to see if our social skills suck.

bb({ eyes:"annoyed" })

h: Well, if it turns out we are being a burden...

hong({ eyes:"surprise" });
bb({ eyes:"normal" });

h: That's good to know, too!

hong({ eyes:"normal" });

h: We can then learn how to pro-actively ask people what they're comfortable with, to know and respect others' boundaries.

hong({ eyes:"annoyed_l", mouth:"narrow" });
bb({ eyes:"annoyed", mouth:"smile" });

h: Y'know, all that "inter-personal skills" ^crap^ we see in counselor brochures.

(#act4_something_else)

act4_bad

_.a4_talked_about_bad = true;
_.a4_fears_discussed += 1;

bb({ eyes:"annoyed_r" })

b: I want to defend your moral needs, that drive to become a better person,

bb({ eyes:"sad_d" })

b: But it just feels like deep down, we're so fundamentally... broken.

bb({ body:"two_up", eyes:"angry" })

{{if _.INJURED}}
b: And don't tell me we're not messed up. We jumped off a roof.
{{/if}}

{{if !_.INJURED}}
b: And don't tell me we're not messed up. We almost jumped off a roof.
{{/if}}

bb({ body:"normal", eyes:"sad" })

{{if _.a4_fears_discussed==1}}
b: I dunno, enough of me choosing what to say next. What do you say, human?
{{/if}}

{{if _.a4_fears_discussed==2}}
b: Again, back to you, human. What do you think?
{{/if}}

{{if _.a4_fears_discussed==3}}
b: More thoughts, human?
{{/if}}

Game.OVERRIDE_CHOICE_SPEAKER = "h"

So we're broken. Let's fix us.

So we're broken. Let's accept it.

Thank you. _.thanks_for = "moral well-being";

act4_bad_fix

bb({eyes:"normal"});
hong({body:"chin"});

h: We could slowly build better habits, get our life more in line with what we value,

hong({body:"one_up"});

h: And if needed, we could get professional help a therapist or counsellor.

hong({body:"normal"});

h: There's ways to fix us.

What if we can't fix it all?

What if we fix too much?

We can't afford professional help.

act4_bad_fix_cant

hong({eyes:"annoyed"});

h: Nah, I guess you're right.

h: We can't fix it all.

bb({mouth:"scream", eyes:"scream_sad"});

b: Ahhh I knew it we'll always be broken!

hong({eyes:"surprise"});

h: But we can at least be less broken.

bb({mouth:"normal", eyes:"annoyed"});
hong({eyes:"sad", mouth:"smile"});

h: Scars heal with time, but they never go away. And that's okay.

bb({eyes:"annoyed_r"});

b: I guess. Besides,

Game.FORCE_TEXT_Y = 460;
Game.clearText();
publish("act4-sexy", [true]);

b: Scars are sexy.

Game.FORCE_TEXT_Y = -1;
Game.clearText();
publish("act4-sexy", [false]);
bb({body:"chest", mouth:"smile_talk", MOUTH_LOCK:true, eyes:"sexy"}, 0);
hong({eyes:"normal", mouth:"normal"}, 0);

h: Please do not do that.

(#act4_something_else)

act4_bad_fix_too_much

bb({ eyes:"angry_d" })

b: This feels sick to admit, but... some part of me wants to have this disorder.

bb({ eyes:"angry" })

b: I mean, without it, won't we be boring?

bb({ eyes:"sad_r", body:"one_up" })

b: Without the disorder, won't our art become stale and bland?

bb({ eyes:"sad_u", body:"two_up" })

b: Without the disorder, won't we be unable to connect with our friends who have the disorder?

bb({ eyes:"sad", body:"chest" })

b: If we're ever content with life, won't we stop driving ourselves to do great things?

hong({ MOUTH_LOCK:true })

h: ...

h: If we even fear... "running out of fears"...

h: I don't think we're gonna run out of fears.

bb({ eyes:"smile_u", body:"normal", mouth:"smile" })

b: Oh, yeah! Whew! What a relief!

(#act4_something_else)

act4_bad_fix_afford

bb({ body:"one_up", eyes:"sexy", mouth:"normal" })

b: "Doc, I'm anxious that I'm paying $100/hr just to hear you ask how does that make you feel?"

bb({ body:"paw", eyes:"closed", mouth:"narrow" })

b: "Mm-hmm. And how does that make you feel?"

bb({ body:"normal", eyes:"normal", mouth:"normal" });
hong({ eyes:"sad" });

h: Nah, that's a totally reasonable worry.

hong({ eyes:"annoyed", mouth:"sad" });

h: And it genuinely sucks that mental healthcare isn't affordable for lots of folks.

hong({ eyes:"normal", mouth:"normal" });

h: Still, there are some cheap or free options:

hong({ body:"chin" })

h: Support groups, online therapy, student/non-profit health centers...

hong({ body:"hands_1" })

h: Building habits like meditation, sleeping well, chatting regularly with friends, learning new things...

hong({ body:"hands_2" })

h: Going to a library to borrow workbooks for evidence-based psychotherapies...

hong({ body:"one_up" })

h: There's a full list of resources at the end of this game!

hong({ body:"normal" });
bb({ eyes:"annoyed", mouth:"narrow" });

b: Well that fourth wall didn't last long.

hong({ body:"point" });

h: Some things are more important than narrative convention. Such as mental health.

(#act4_something_else)

act4_bad_accept

bb({ eyes:"normal" });
hong({ eyes:"normal_l", body:"one_up", mouth:"narrow" });

h: I mean, that's what therapists say right? Accept all your emotions, even the negative ones?

bb({ eyes:"annoyed" });
hong({ eyes:"normal", body:"normal", mouth:"normal" });

b: Wait.

"Accept" as in give up?

"Accept" as in approve?

"Accept" as in take literally?

act4_bad_accept_give_up

bb({ eyes:"angry", body:"one_up" });

b: Do you think Martin Luther King would've said, "Shucks we can't sit in the front of the bus, let's just accept it?"

bb({ eyes:"angry_r", body:"two_up" });

b: Why does the Self-Help Industrial Complex think waving the white flag is some profound wisdom?

bb({ eyes:"annoyed", body:"normal" });

h: I think therapists mean "accept" bad things as in: acknowledging they exist and are hard to change,

h: But not necessarily giving up a commitment to change.

bb({ eyes:"suspect" });

b: Then therapists should say acknowledge, not accept.

hong({ body:"chin", eyes:"annoyed" });

h: Yeah come to think of it, "accept" is kinda confusing.

bb({ eyes:"closed", mouth:"narrow" });

b: Well, I acknowledge that.

(#act4_something_else)

act4_bad_accept_approve

bb({ eyes:"angry" });

b: Like it's good that we're broken or something? No!

bb({ eyes:"angry_r", body:"one_up" });

b: All those dang Hollywood screenwriters who romanticize mental illness are full of crud!

bb({ eyes:"angry", body:"two_up" });

b: Having a mental disorder sucks! It robs people of lives! Why should we "accept" that?!

bb({ body:"normal" });

h: I think therapists mean "accept" our emotions as in: be patient with them.

hong({ body:"one_up" });
bb({ eyes:"normal" });

h: Like how struggling in quicksand makes you sink faster, and the solution is to patiently lie flat,

hong({ eyes:"surprise" });

{{if _.INJURED}}
h: Fighting against you, my fear, lead me to jump off a roof.
{{/if}}

{{if !_.INJURED}}
h: Fighting against you, my fear, almost lead me to jump off a roof.
{{/if}}

hong({ body:"normal", eyes:"normal" });

h: Instead, the solution is to do what we're doing now not to fight, but to patiently be with each other.

bb({ eyes:"annoyed" });

b: Then they should say that instead of some problematic word like "accept".

hong({ body:"chin", eyes:"annoyed" });

h: Yeah come to think of it, "accept" kind of sucks.

bb({ eyes:"closed_annoyed", mouth:"narrow" });

b: I do not accept "accept".

(#act4_something_else)

act4_bad_accept_literally

bb({ eyes:"sad", body:"one_up" });

b: But we already know you shouldn't take me literally!

bb({ eyes:"sad_u", body:"two_up" });

b: The whole problem is that I want to help you, but I suck at using words to do so!

bb({ eyes:"sad", body:"normal" });

h: I think therapists mean "accept" your emotions as in: "don't fight or ignore them."

hong({ eyes:"surprise", body:"one_up" });

h: To listen to you, work with you, but not take what you say as 100% literal truth.

hong({ eyes:"normal", body:"normal" });
bb({ eyes:"annoyed", mouth:"normal" });`

b: Then therapists should say that instead of some vague confusing word like "accept".

hong({ body:"chin", eyes:"annoyed" });

h: I guess they suck at using words, too.

(#act4_something_else)

act4_something_else

bb({ body:"normal", mouth:"normal", eyes:"normal" });
hong({ body:"normal", mouth:"normal", eyes:"normal" });

{{if _.a4_fears_discussed==1}}
h: Anyway, anything else you wanna chat about?
{{/if}}

{{if _.a4_fears_discussed==2}}
h: So, anything else on your heavy heart?
{{/if}}

{{if _.a4_fears_discussed==3}}
(#act4_something_else_2)
{{/if}}

{{if _.a4_talked_about_harm!=true}}
I'm scared we'll be harmed.
{{/if}}

{{if _.a4_talked_about_alone!=true}}
I'm scared we'll be alone.
{{/if}}

{{if _.a4_talked_about_bad!=true}}
I'm scared we're bad people.
{{/if}}

Nah, I'm good for now.

act4_something_else_2

h: Okay, I think we've talked about all our fears now.

b: Yes, there are only three fears.

h: Yup, exactly three.

b: Convenient.

(#act4c)

act4c_prelude

h: Good chat, team.

(#act4c)

act4c

Game.clearText();
music(null,{fade:3});
bb({body:"normal", eyes:"normal", mouth:"normal", MOUTH_LOCK:true},0);
hong({body:"normal", eyes:"normal", mouth:"normal"},0);

b: ...

hong({MOUTH_LOCK:true},0)

h: ...

bb({eyes:"annoyed_d"})

b: This isn't some game, you know.

bb({eyes:"angry_d", body:"one_up"})

b: Building a healthy relationship with your emotions isn't as simple as clicking buttons on a screen.

bb({eyes:"sad", body:"normal"})

b: Can we really get along?

b: Can we work together, as a team?

hong({eyes:"sad", body:"one_up"})

h: Well,

hong({eyes:"surprise_l"});
bb({eyes:"normal"});

a: E-excuse me...

Game.clearText();
publish("act4-in-2");
music('campus', {volume:0.5, fade:1});

(...2101)

(#act4d)

act4d

Game.WORDS_HEIGHT_BOTTOM = 221;

publish("act4", ["alshire", 0]);

a: W-wo-would you mind if I sat with you for lunch?

publish("act4", ["alshire", 1]);

{{if _.TOP_FEAR=="harm"}}
s: This is your crush? Why are they sitting alone like a psycho serial killer?
{{/if}}

{{if _.TOP_FEAR=="alone"}}
s: Asking your crush if you can sit with them? Do you know how needy we sound?!
{{/if}}

{{if _.TOP_FEAR=="bad"}}
s: This is your crush? We interrupted their peace and quiet! We're such a burden!
{{/if}}

publish("act4", ["alshire", 2]);

a: I- I mean- it's, it's okay if not, I just...

publish("act4", ["alshire", 3]);

Game.OVERRIDE_CHOICE_SPEAKER = "h2"

Wait, didn't I see you at the party? publish("act4", ["hong_to_alshire",1])

Yeah, of course! Come here. publish("act4", ["hong_to_alshire",2])

Sorry, I need alone time right now. publish("act4", ["hong_to_alshire",8])

act4d_recognition

publish("act4", ["hong_to_alshire",2]);

h2: Yeah you were on the couch! At the first party I went to...

publish("act4", ["hong_to_alshire",10]);

{{if _.a2_ending=="fight"}}
h2: Where I had that panic attack and punched the host.
{{/if}}

{{if _.a2_ending=="flight"}}
h2: Where I had that panic attack and ran out crying.
{{/if}}

publish("act4", ["hong_to_alshire", 0]);
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);

b: Hang on human, we may be making them uncomfortable.

publish("act4", ["hong_to_alshire", 3]);
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);

h2: Ah, I don't mean to put you on the spot!

publish("act4", ["hong_to_alshire",4]);

h2: Just remembering a friendly face, is all.

publish("act4", ["hong_to_alshire",5]);
publish("act4", ["alshire", 4]);

{{if _.TOP_FEAR=="harm"}}
s: AHHHHH I KNEW IT! THEY'RE A DANGEROUS PANIC-DRIVEN PSYCHO!
{{/if}}

{{if _.TOP_FEAR=="alone"}}
s: AAHHH THE FIRST IMPRESSION WE MADE WAS "WITNESSED MY TRAUMA"! THAT MEANS THEY HATE US!
{{/if}}

{{if _.TOP_FEAR=="bad"}}
s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OTHERS.
{{/if}}

(#act4e)

act4d_yes

publish("act4", ["hong_to_alshire", 5]);
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);

b: Hang on human, they seem uncomfortable.

publish("act4", ["hong_to_alshire", 6]);
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);

h2: Ah, no pressure of course!

publish("act4", ["hong_to_alshire", 4]);

h2: Just saying, you can sit here if you want to.

publish("act4", ["hong_to_alshire", 5]);
publish("act4", ["alshire", 4]);

{{if _.TOP_FEAR=="harm"}}
s: THEY'RE BEING TOO FRIENDLY! LIKE TED BUNDY, THE SERIAL KILLER!
{{/if}}

{{if _.TOP_FEAR=="alone"}}
s: THEY'RE JUST ACTING NICE! NO ONE REALLY WANTS TO BE CLOSE TO US!
{{/if}}

{{if _.TOP_FEAR=="bad"}}
s: AHHH WE ALWAYS MAKE OTHERS FEEL AWKWARD! WE'RE A STAIN UPON THE EARTH!
{{/if}}

(#act4e)

act4d_no

publish("act4", ["hong_to_alshire", 9]);
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);

b: Hang on human, we may be making them uncomfortable.

publish("act4", ["hong_to_alshire", 3]);
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);

h2: Ah, I don't mean to be rude!

publish("act4", ["hong_to_alshire", 6]);

h2: I just need some time to process my emotions. Please don't take it as a personal rejection.

publish("act4", ["hong_to_alshire", 7]);
publish("act4", ["alshire", 4]);

{{if _.TOP_FEAR=="harm"}}
s: WHAT SICK, TWISTED THOUGHTS ARE THEY PROCESSING?! WHAT DARK DESIRES FILL THIS PSYCHO'S HEART?!
{{/if}}

{{if _.TOP_FEAR=="alone"}}
s: WE'VE BEEN PERSONALLY REJECTED! WE'LL NEVER BE LOVED!
{{/if}}

{{if _.TOP_FEAR=="bad"}}
s: WE INTERRUPTED THEIR EMOTIONAL PROCESSING! NOW THEY'LL BE TRAUMATIZED FOREVER AND IT'S ALL OUR FAULT!
{{/if}}

(#act4e)

act4e

Game.WORDS_HEIGHT_BOTTOM = 195;
publish("act4", ["alshire", 6]);

s: RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN

Game.clearText();
publish("act4", ["hong_to_alshire", 0]);
publish("act4", ["alshire", 10]);
sfx("pop");

(...1001)

publish("act4", ["alshire", 11]);
sfx("alshire_run");

(...2601)

publish("act4-out-3");
Game.WORDS_HEIGHT_BOTTOM = -1; /* reset */

(...1201)

publish("act4-jumpcut-hong");

h: Huh. That was weird. I wonder what was going on in their head.

publish("act4", ["hong_closer", 2]);

h: Anyway, you were saying?

publish("act4", ["hong_closer", 1]);
publish("act4", ["bb_closer", 6]);

b: Uh, I forget? Something about teams and work?

publish("act4", ["bb_closer", 0]);
publish("act4", ["hong_closer", 3]);

h: ¯_(ツ)_/¯

publish("act4", ["hong_closer", 1]);
publish("act4", ["bb_closer", 4]);

b: They say you should "make peace" with your emotions, as if your emotions are war criminals.

publish("act4", ["bb_closer", 7]);

b: But I want us to make more than mere peace! I want us to be allies!

publish("act4", ["bb_closer", 3]);

b: I want to be a good guard-dog. Just like how hunger & thirst are alarms for your physical needs,

publish("act4", ["bb_closer", 8]);

b: I want to be the alarm for your psychological needs your needs for safety, belonging, goodness.

publish("act4", ["bb_closer", 1]);

b: But... I suck at my job, so I need you to train me.

publish("act4", ["bb_closer", 4]);

b: I'm not "always valid," nor "always irrational." I'm just... trying my best. So, please,

publish("act4", ["bb_closer", 30]);

b: Help me help you!

publish("act4", ["bb_closer", 6]);

b: Though, teaching an old dog new tricks will take a while. Maybe years.

publish("act4", ["bb_closer", 3]);

b: And sometimes I'll relapse, I'll slip into my old habits.

publish("act4", ["bb_closer", 2]);

b: I'll bark at shadows. I'll scare you with words. I might even show you some intrusive images of... things.

publish("act4", ["bb_closer", 9]);

b: I'm sorry! I'm a battered shelter dog! Battered dogs poop on your bed sometimes!

publish("act4", ["bb_closer", 4]);

b: But if you're patient with me... and just stay and sit with me...

publish("act4", ["bb_closer", 8]);

b: Maybe you can tame this wolf.

publish("act4", ["bb_closer", 0]);

Game.clearText();

(...1000)

Game.OVERRIDE_CHOICE_SPEAKER = "h"

Good dog. Game.OVERRIDE_CHOICE_SPEAKER = "h"; publish("act4", ["hong_closer", 2]);

Game.OVERRIDE_CHOICE_SPEAKER = "b"

Good human. Game.OVERRIDE_CHOICE_SPEAKER = "b"; publish("act4", ["bb_closer", 8]);

act4f-pat-hong

Game.clearText();
publish("hide_tabs");
Game.FORCE_CANT_SKIP = true;
music(null,{fade:0.5});
sfx("youbothwin");
publish("act4", ["hong_closer", 4]);
publish("act4", ["bb_closer", 13]);

(...501)

publish("act4", ["bb_closer", 14]);

(...501)

publish("act4", ["bb_closer", 13]);

(...501)

publish("act4", ["bb_closer", 14]);

(...501)

publish("act4", ["bb_closer", 13]);

(...501)

publish("act4", ["bb_closer", 14]);

(...6501)

publish("act4", ["bb_closer", 15]);

(...1001)

(#act4f)

act4f-pat-bb

Game.clearText();
publish("hide_tabs");
Game.FORCE_CANT_SKIP = true;
music(null,{fade:0.5});
sfx("youbothwin");
publish("act4", ["hong_closer", 4]);
publish("act4", ["bb_closer", 10]);

(...501)

publish("act4", ["bb_closer", 11]);

(...501)

publish("act4", ["bb_closer", 10]);

(...501)

publish("act4", ["bb_closer", 11]);

(...501)

publish("act4", ["bb_closer", 10]);

(...501)

publish("act4", ["bb_closer", 11]);

(...6501)

publish("act4", ["bb_closer", 12]);

(...1001)

(#act4f)

act4f

Game.FORCE_CANT_SKIP = false;
publish("act4", ["bb_closer", 16]);
publish("act4", ["hong_closer", 5]);

{{if _.fifteencigs}}
b: AAAAA YOU'RE STILL EATING ALONE FIFTEEN CIGARETTES AAAAA
{{/if}}

{{if _.parasite}}
b: AAAAA YOU'RE STILL NOT PRODUCTIVE WHILE EATING WE'RE SOCIETY-PARASITES AAAAA
{{/if}}

{{if _.whitebread}}
b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA
{{/if}}

publish("act4", ["bb_closer", 18]);
publish("act4", ["hong_closer", 6]);
sfx("yaps", {volume:0.6});
Game.FORCE_CANT_SKIP = true;
Game.WORDS_HEIGHT_BOTTOM = 205;
Game.FORCE_TEXT_DURATION = 90;
Game.FORCE_NO_VOICE = true;

b: YAP YAP YAP YAP YAP

(#credits)