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Okay, can't lie, Macrophobia is more than a little rough around the edges in terms of visuals – see: the low-quality backgrounds & edits, the standard Ren'py interface, the title screen. But its kinetic, frenetic energy is nevertheless fun to see in a medium traditionally not built for those things. The premise of the story is a very visual one, and it's a big factor in the game's favor that this is reflected in the presentation as well.

With only what feels like the basic starting point to read at this point, it's impossible to judge the plot fairly. I will say, though, that the writing comes off as hurried and burdened by its concern for lore & logistics, with a lot of "as you know" dialog and dream sequence backstories and comparatively little characterization or depth. For something that makes the setting its central attraction, I wish it spent less time in exposition mode and had more room for the detailing and the vibes of the world to settle in.

Just sort of difficult to enjoy in this state, edging the reader with not much grace towards a payoff that never comes.