Awesome work! You did an excellent job evoking empathy with relatively little text, and I definitely felt weird about feeding Max after he told me it was effectively useless (the irony is that, by framing him as a self-aware entity, you've created another, even stronger illusion in place of the one you've shattered by breaking the fourth wall. Maybe I was made to consider that because his introspection was completely motivated by treats that he claims not to require). It's all really well paced and I especially enjoyed all the little touches (Max takes three bites out of the cookies before finishing them, he does a little happy bounce when he's done, the screen transitions are slick, and the ability to advance text quickly is an appreciated feature), He's still smiling there as I'm writing this, awaiting the destruction of his own memories. Maybe I'll keep the window open for a little longer.
Alright, time for criticism. Most pressing is that, on multiple occasions, if I accidentally advanced past certain text boxes when I was expected to feed Max, the "food" icon would disappear and the game would soft lock (this may or may not have contributed to my impression of the meta-narrative). In regard to the story, I think it jumps a little too quickly from "horror" to commentary. We have this setup where Max is actually a forty year-old possibly demonic cat monster, and it all falls away in an instant. If the horror aspects were more tightly connected to the meta-narrative (let's say Max was attempting to scare off players so that he wouldn't have to get emotionally attached (maybe that was the point and I missed it)), I think it would've landed a little better. Lastly (and most nitpickish-ly), while the presentation is generally fantastic, the hunger bar stands out as a little out of place (I think it's got to do with the line weight). That's about all I've got to say! I'll definitely remember this one.