I can see why you'd feel that way about the dialogue, and as the writer it was in part designed that way so that you wouldn't feel like you were missing out on story when you had to focus on the 'stress events'. And Curturp is right in that a whole lot of the more dynamic aspects of the dialogue ended up being cut; he also had some really great expression animations that we sadly didn't have time to implement either that would have helped a lot with making the conversation itself more interesting. In short, the dialogue didn't end up getting quite the polish it needed for us to flawlessly pull off, but the game jam was about getting the game done, so dialogue polish was sacrificed to accommodate the time crunch. Thank you so much for your feedback!