Interesting concept! Text-based conversation games are typically very straightforward mechanically, but the "flappy reindeer" dialogue selection system mixes up the standard formula in an interesting way. It's neat to see systems that add some game-like quality to dialogue, which isn't very common.
However, the execution could use some improvements. A lot of the dialogue options basically amounted to the same thing, there were a number of "loops" that led to the conversation repeating (missing all dialogue options often causes you to jump back to an earlier point in the conversation), and the path to the best ending (at least, I think it's the best...It's the one that said "congratulations", while the other ones said "you didn't get the best ending") is also the easiest - you basically have to TRY to mess things up in order to get a bad ending.
I think the best way of making a game like this would be to set up the dialogue tree first, with a large number of different paths, but at least three basic endings - bad, neutral, and good - and make it so that "automatic" responses (snapping out in anger) typically lead to the bad endings - and then construct the gameplay segments so that these automatic responses are hard to dodge. Missing all responses (being silent) should still progress the story, but be interpreted as "being silent" and prompting the other person to talk.