Big kudos to wrapping things on a bad ending! I like when my expectations are twisted, it makes for a more engaging story. I also like some of the visual framing- especially in the beginning. The fire is all around you, behind you, consuming the screen, and as you leap up the steps, away from the flames, you go back down to find that there are none- there are two chances in the game, and two mirrors. I like these details! it would be cool to have the dialogue or the story change based off of if you decide to kill the monsters after the first dialogue. I could see it being played out like:
Oh so that's how you remember it? Don't change your memory now- are you going to choose to do the "right" thing out of "fear"? Because you finally feel you are being "watched"? or something like that (or maybe have it to where you are forced to kill one, so that if you do a pacifist run, you aren't still labeled as a heartless monster).
Despite the dialogue not having sound on the first cutscene, this is a pretty great take on the theme! I didn't even notice the direct use of the palate- it looked natural! I was pretty invested, especially after the ending. You're a monster/10