Maybe "present" refers for the protagonists quest to find his present reality?
I also find that hiding the intention of the game requires somewhat of a bait and switch. If you are thinking presents and Christmas, then you might not be seeing the foreshadowing because you are so focused on what you think the game is, rather than what it was always intended to be.
I was quite shocked with the reveal, and watched a youtube playthrough, where the youtuber was reduced to tears. The tone shift is brutal, but I think within the story of the game, and from the POV of the protagonist, it has to be brutal. The trigger warning I would replace with an age gate warning. I do think the trigger warning somewhat reveals something of "the twist", in a game that otherwise would appear to have zero twists.
It's not a typical "text adventure" game at all, and if I were rating it purely as a text adventure, I would probably rate it quite low.
With regards to judging, "overall enjoyment" is vague enough to allow judges artistic license on why they enjoyed something. An emotional connection, together with a shock twist, together with rather fun (but few) puzzles, is enough for myself (and others it seems) to find the game enjoyable.
I really like object based puzzle games, and this isn't one of those. I don't think my enjoyment of this particular (well written) game would change my overall preferences, because I don't think that someone could take this template and apply it to more games of the same ilk either. It needs many ingredients to work just right. A criticism I would have is that I would have liked a few more puzzles - a bit more meat on the bone, but in order to receive the emotional payoff, I think that leanness actually works in its favour.
Probably not a game you'd want to play with your 8 year old on Christmas Eve, but as a game for adults, I found it a very refreshing change.