A solo RPG about being a hikikomori. The game lasts for one week. For each day, you pick actions to attempt, and roll dice to determine how things go, as well as which other events happen during the day. Your choices, as well as the outcomes of the rolls, can add or remove dice for various rolls, so the later days will be influenced by the outcomes of the earlier days. When the rolling is done, you write a diary entry for the day, describing the events.
The RPG system is influenced by GURPS (e.g. dice rolls determine success or failure, with critical success or failure at the extremes), and the premise is from Welcome to the N.H.K..
Written in 24 hours. Available from 1KM1KT.
In this game you play an antisocial shut-in who doesn't want to leave his room. Appropriately, you play this game by yourself. It's sort of like a cross between a choose your own adventure and a writing exercise, only with more ten-sided dice and insanity.