Thanks for playing! I'm glad you, um, didn't hate it?
I certainly understand why you found the dialogue excessive. I think I needed to have that much to tell the story I wanted to tell, but for the length of the game it's very dialogue-heavy. I knew I was making a short game but I was kind of shocked at how short the main gameplay segment turned out when I playtested the whole thing for the first time. By that point I was pretty tired and didn't have any good ideas on how to extend it so I just left it, even though I might have had time. So in the end it ended up with a much higher proportion of dialogue to gameplay than I had expected or planned.
In retrospect I should have left room in the plan to extend things if I had time, which is one of the bigger lessons I've taken away from this project.
I'm a bit confused about what you mean about text automatically advancing. Are you talking about the subtitle text or full dialogues? The former are usually on a skippable timer. The reason I did this rather than leaving it entirely manual is because in that past I've found some people didn't realize that text could be skipped and got stuck. Still, it did end up awkward in places. In the full dialogues, they don't really have a concept of text advance, only pagination. I call this a visual novel but the dialogue system is really much more Western RPG than Visual Novel- very much like The Outer Worlds or Fallout games prior to 4.
How did the Mac version break? Did it launch and crash or fail to launch entirely? I don't have a Mac (well, not an Intel Mac) so I can't really test the Mac platform builds.