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.
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
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.
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.
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