Who truly is our audience? Is our focus still on that older audience even if diabetes affects a large majority of people? How can we make sure to appeal to those with limited knowledge/access to the internet, both in game mechanics and aesthetic style?
How can we create layouts that adjust properly to different languages, especially those not using the “English Alphabet” or even a Latin-script?
What foods should we implement in the game? How will those foods react with medicine?
After how many rounds should the pet be given the TIRED state? For how long will a pet remain tired within a single day?
Can/Should the times for medication be personalized in any way? Can/should the TYPES of medication be personalized in any way? With Diet? With Activity?
How effective is the “pet” portion in enabling daily habits? What is the drop-off rate for a virtual pet over a week? Over a month? Over a year?
Are correlations clear enough between the pet’s habits and one’s own habits? Between the chain match game, and IRL medications/foods?
How quickly are repetitive habits learned? How quickly are they forgotten as well?
For medication with multiple identifiers, which one are we selecting? Depending on average dosage, supplier, ect…? (Maybe consult medication sheet/research?)
Players need ITEMS (either FOOD or MEDICATION) to sustain a healthy PET.
Players can gather these items by playing the CHAIN MATCH GAME.
By making an [X] amount of COMBINATIONS of an item, they can collect the item to feed to their pet.
Giving the RIGHT item, or MIX of items to your pet will keep them healthy or heal a negative STATE (Tired, Faint, Hungry, Ect…).