This was a really sweet experience. Seeing the dialogue evolve and coalesce into the final story beats was cool, even if some scenes were very repetitive. maybe that was intentional to compell the player to push forward?
From a writing standpoint, I'd advise you to not allude to things that are not there but could be very closely. I picked 2x flexibility first and the doll explicitly says "get upgrades so you don't see something you're not supposed to see." - which of course I'd want to, but I didn't have a choice in the matter.
However! It also serves to tell a different story. The ultimate choicelessness of the story structure conveys the protagonist's inner drive. and the hidden wish to shape the doll in the imagine of his vision of Iris - despite her own determination als Galatea existing contra to that
I'm really glad you created this game, as complex story structures like this are a kind of beast that can be difficult to wrap your head around, and it worked really well for that. All the writing was consistent and that's not always a given - good job :3
I also really liked the doll toying with the plant. That was an adorable touch :3