Making a Roguelike Video Game
When something is worth doing, it's worth overdoing
The client's request was to make something that communicates alternatives to drinking for soldiers. I chose to make a simple, choose-your-own-adventure style 8-bit game with a little flair of humor.
Feel free and play. It violates several of the biggest UX principles; #1 is probably that it doesn't use universal language. It's rife with Army-specific lingo (part of the requirements), it has enforced delays which is an absolutely terrible thing to do, and it's very much set with hard breaks in mind rather than a more elegant fluid form of responsiveness (although hard breaks are much more in fashion since the advent of Grid).
However, it did the job, and it serves as a rather nice template for how to make a simple multiple-choice gamified interaction.
If you want to, you can check it out here.