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I'm going to have to a detailed review for this one (cracks knuckles):

Theme: Yes, that was definitely a lot of sorrow, although it felt more like a lot of hunger, seeing how easy it was to get hungry. The real sorrow was seeing the character just collapse when you thought you had things under control.

Mood: Welp, I might not have a job yet or regularly see a psychiatrist, but I can clearly tell that the people who made this game did an excellent job at reflecting the mindset of a programmer, especially one participating in a game jam such as this.  You really nailed it,  from "feeling too overjoyed to bother to eat anything" to the jarringness of having to walk very long distances after having spent the past few hours in-place on a computer. I could almost call it hyper-realism, I'm not sure if a game should ever be this tedious, but mood wise it really helps the game get its message across.

Audio: The music was okayish for my tastes, it was nice that you managed to include a unique sound effect for almost every action. But maybe that was the point? As you play longer and longer, the music almost gets nauseating, not to say it's bad or anything, but that it can really wear down the listener. Similarly the sound effects begin to sound annoying, not ugly, but as if every pill is slightly harder to swallow than the last one. Whether intentional or not, it got to the point where I began to dread certain sounds, especially the aforementioned pills as the psychiatrist would keep prescribing higher and higher dosages.

Graphics: Again pretty simplistic designs, but considering the scale of the world stretching from your house to the psychiatrist, I'd say quantity to quality works here. But just because it adds the visual elements necessary to keep the player pre-occupied at all times, instead of having them stuck in a very well designed house all day.

Game Design: Tedium. Everything is tedious, everything is difficult, you have to make difficult choices while being punished for not paying attention. On paper this is a horrible idea for a game, but as you can tell from my words above, I think the theme let's you get away with this horrendous gameplay.

That being said it could use a lot of improvements. I would rather watch an unskippable cutscene when going to the psychiatrist than walk there with my horrendously slow speed. I don't like not being able to rest when I get tired, I mean there was the sofa but it was unreasonably far from the  character's room. If we're going for realism here, I would have rather been able to fling myself on the bed for a short rest or nap. 

The tutorials were a mess, moving the flashlight around was  very clunky, I couldn't quite figure out why the light was sometimes talking to me... Not to mention how confusing it was that the hunger and health bars work in reverse (100 for max. hunger, 100 for max. health; but one goes up while the other goes down). But I imagine these were just issues you were unable to resolve during the course of the jam and might have had a better chance to look into if you had more time.

Overall: Definitely very experimental. Feels a lot like a point and click game, reminds me a bit of "sim" games considering how many status bars you have to balance. A full release would definitely need a lot of reworking, but as is it's definitely one of the most unique games for this jam. It's a good kind of unique, where gameplay and artistic choices really complement one another. Is it a fun game? Maybe not. I'd say it's more appropriate to look at it like avant-garde art. It's definitely not for everyone, I can't see myself playing this for prolonged amounts of time, but again maybe that is the point. 

All in all I'm just astounded you were able to finish this within the time constraints of the jam at all. Great job there!