
Brain Please Don't
Brain Please Don’t is a small game exploring a snapshot of modern teenage life, with an innovative deckbuilding and card-game mechanic studying the inner turmoils, dysfunctionalities and means of improving the situation of one’s psyche. Can you leave young Cameron better off?
Developer
Publisher
Release
July 1, 2020
6 years and 33 days ago
Steam Reviews
Mixed12 reviews66.7%
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Game contextLatest: IGF Team
| ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan. | Status | Notes Latest Contributor: IGF TeamEdit notes |
|---|---|---|
Updated: Jul 14, 2026Developer scaleThe operating scale of the game's developer. | ||
Updated: Jul 14, 2026Publisher scaleThe operating scale of the game's publisher. | ||
Updated: Jul 14, 2026Publisher statusHow the game's publishing relationship is classified. | ||
Updated: Jul 14, 2026Creative controlWho appears to retain creative control of the game. | ||
Updated: Jul 14, 2026Release statusWhether and how the game has been released. |
Media
6 itemsAbout the Game
Brain Please Don’t lets you try Cameron’s week with various different versions of the teenager, and each choice made along the way changes Cameron’s inner universe, and the deck that represents it.
In each encounter, play the cards that represent Cameron’s inner workings, thoughts and impulses. Like in any teenager’s life, avoiding self-doubt, anxiety and inadequacy will be a constant challenge. Those challenges can only be meaningfully overcome if the psyche changes to manage them, if you build the deck into a better version of itself through the choices made.
Having better mental states give you access to more answers, and good answers can sometimes create better general states of mind. The game is all about trying to construct positive psychological spirals, while also looking at what happens when that can’t be the case.
Not all endings are always happy, not all darkness is always pitch black, and only your take of each playthrough can explore the various paths and destinations of this short game.
In each encounter, play the cards that represent Cameron’s inner workings, thoughts and impulses. Like in any teenager’s life, avoiding self-doubt, anxiety and inadequacy will be a constant challenge. Those challenges can only be meaningfully overcome if the psyche changes to manage them, if you build the deck into a better version of itself through the choices made.
Having better mental states give you access to more answers, and good answers can sometimes create better general states of mind. The game is all about trying to construct positive psychological spirals, while also looking at what happens when that can’t be the case.
Not all endings are always happy, not all darkness is always pitch black, and only your take of each playthrough can explore the various paths and destinations of this short game.