‘walking simulator’ idea

When I was younger I was enamored with room escape games, where you are placed in some sort of environment and given a single goal: escape. When given the task of environmental storytelling, I thought that a room escape game would be a good template to use to explore the concept, since each distinct room escape game is entirely defined by its environment. I also wanted to do something semi-autobiographical, so I came up with the following idea:

You are trapped in your room (i.e. a bedroom), looking to get out. The door is unlocked, but you cannot leave. As you interact with the things strewn about your room, the player learns that their character is trapped because they are depressed and cannot work up the motivation to leave. By observing various items and trying to deal with the mess the room presents, you can start to manage your depression enough to get outside.