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Side Effects presents a structure built entirely around risk and consequence. The player participates in an experimental trial where survival depends on a series of controlled but uncertain choices. Each turn introduces a new set of pills, each with potential benefits or harm. There is no direct conflict or movement; the gameplay focuses solely on decision-making under limited information. What appears simple becomes a system of calculation, where each round is both a chance to recover and a step closer to collapse.
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Side Effects presents a structure built entirely around risk and consequence. The player participates in an experimental trial where survival depends on a series of controlled but uncertain choices. Each turn introduces a new set of pills, each with potential benefits or harm. There is no direct conflict or movement; the gameplay focuses solely on decision-making under limited information. What appears simple becomes a system of calculation, where each round is both a chance to recover and a step closer to collapse.
The central mechanic of Side Effects is choice under pressure. Each round, the player must select one option from a small group, knowing that every pill could either help or harm. The interface is minimal, reducing distraction and emphasizing consequence.
The gameplay loop follows a consistent cycle:
Success in Side Effects depends on recognizing patterns across multiple sessions. There are no guaranteed safe choices; each round offers partial information that must be interpreted logically. The player learns to balance short-term safety against long-term survival. Passing on a turn may delay risk but reduce opportunities for recovery. Acting too aggressively may lead to early failure. Over time, memory and pattern recognition become tools as valuable as luck. The absence of randomness is intentional—the system demands understanding rather than reaction. Every decision contributes to a growing internal model of how the experiment functions.
The design of Side Effects reflects ideas about control, dependency, and consequence. The player’s actions represent compliance within an experimental environment, where the line between agency and manipulation blurs. Each new pill can be viewed as a test of trust in a system that provides no certainty. The opponent, existing under the same conditions, functions as both rival and mirror, reinforcing the tension between competition and shared vulnerability. The structure avoids narrative explanation, leaving meaning to emerge from repetition and outcome.
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