All work

Monster tailoring, built for ADHD players · 2026

Tailor-Made

A frantic shop-management game built for ADHD players, and for anyone who loves Overcooked-style chaos. You run a small business making suits for monsters, juggling your customers, your VERY demanding cats and your own sanity — and the game is designed, challenge by challenge, around the things ADHD makes hard. It is now played by children at the CM Child Development Clinic.

Role
Solo — design, code, pixel art
Team
Solo project
Genre
Time management / single-player
Platform
Web (HTML5)
Engine
Unity
Year
2026
Tools
Unity, C#, Aseprite
Play in your browserRuns in the browser via Unity Play — no download.
Tailor-Made title card: a needle and gold thread looped through a steaming cup of coffee, on parchment — click to play in your browser

Design pillars

Always something to do

Suits to build, customers to serve, cats to feed and anomalies to watch for. There is no dead time for attention to drift into.

Built-in urgency

Customer timers, priority customers and hungry cats switch attention on — the pressure is part of what keeps a player engaged.

Short, concrete tasks

Grab a tie, open a can, feed a cat. Each one ends in a clear win within seconds.

Designed for ADHD

Challenge by challenge

Each thing ADHD tends to make hard, and the specific decision in the game that answers it.

Working memory

Forgetting what you were doing

The exact suit a customer wants floats over their head; there's an order list, a name plaque on every table, and the tutorial banner stays on screen.

Out of sight, out of mind

If you can't see it, it stops existing

Arrows at the edge of the screen point to hungry cats, waiting customers and ready coffee in other rooms.

Time blindness

Losing track of how much time has passed, or is left

Visible countdowns, customer patience timers, pulsing warnings and a sanity bar.

Overwhelm

Too much arriving at once

Features unlock one at a time as you serve customers, each with its own short guide.

Reward sensitivity

Instant rewards motivate strongly; delayed ones barely register

Floating points on every serve, pixel bursts, “Purr!” pop-ups, streak multipliers (x2, x3) and stars that fill a third at a time.

Novelty seeking

New things grab attention; sameness loses it

New areas unlock as you play (the cat room, the coffee corner, the shop); anomalies act unpredictably; group arrivals and priority customers keep each minute different.

Delay aversion

Waiting feels long and frustrating

Progress comes from doing, not waiting: the cat room unlocks after serving customers rather than after a timer, and coffee brews in five seconds with a visible bar.

Impulsivity

Acting before checking

Anomalies reward a short pause: look before you serve. Spotting a glitch and pressing “No” is low-stakes practice at noticing first.

Emotional regulation

Mistakes and frustration can derail play and hurt self-esteem

Mistakes are fixable: a second chance on a wrong suit, dropped items stay on the floor, fallen walls rebuild, and shop damage heals with good reviews.

Hyperfocus

Deep lock-in when interest is high

Streaks reward staying in the zone, and short tasks with constant feedback invite flow.

Need for stimulation

Movement and sensory activity help engagement

Constant movement between rooms, bobbing items, edge arrows, glitch effects and shaking walls keep the screen lively without tipping into chaos.

Process

How it actually went

01

Fourth game, still for ADHD players

This is the fourth game I created in Unity on my own, and like Boom Sling it's for ADHD players. It's built to make a player concentrate, pay attention, balance a lot of different things at once and use their observation skills.

02

Why juggling works

Fast-paced juggling suits ADHD attention because it removes boredom and adds urgency. Many people with ADHD say they do their best work in busy, high-pressure places like kitchens, emergency rooms or live events, where constant demands and clear deadlines keep them engaged; long quiet stretches are often the hard part. So the game never goes quiet — and it takes care of the parts ADHD makes hard.

03

One shop, four rooms

Everything happens across four rooms — the tailor room, the coffee room, the cat room and the shop — and they don't all open at once: new areas unlock as you serve customers. Keeping the business running means constantly moving between them.

Gallery

Click any image to see it full size.

Outcome

  • Played by children at the CM Child Development Clinic
  • Fourth game built solo in Unity
  • Designed for ADHD players — and for anyone who loves Overcooked-style chaos
  • Eleven ADHD challenges, each met by a specific design choice