I am a bit conflicted about this submission compared to other ones. First of all, congrats on creating an IF game in a month!
The synopsis of the game was enticing and really made me intrigued. There seems to be a lot of potential with the story you want to tell, but it's blurb also gave me an impression that was not matching the game itself. You do note that this is the first part of a demo that you want to explore further in the future, and the game surely feels that way. The abrupt end did not feel as earned as a cliffhanger in my point of view. I think a longer narrative was needed a bit more to truly feel it.
Speaking of narrative, I am not sure the first-person view helps the story. It's not uncommon to have that first-person instead of you but I am not sure it fits here...
This is especially weird with that first passage being in the third person. It kinda felt like two different ideas mashed together. Maybe a change in the UI design could have helped a bit (use of italics, or different background, etc...) in making the distinction between the introduction of the theme and the actual story.
I am not really sure why the characters introducing their pronouns right away helps the narrative in any way. Maybe you could describe how the MC sees the person and they imply their pronouns (or have the option to ask) or tell the reader without having it in the conversation (i.e. use the pronouns directly).
Now, there were a few bugs that really broke the experience for me:
- the heir met a prince/princess -> should have been a choice/cycling option?
- Name this isn’t funny. / name if you dont pick -> wasn't coded
- I almost let myself believe that Drew pronoun cares. / what Drew pronoun is/are saying.=> not coded
- Random arrows (->) in front of choices
- The formatting of the drop-down boxes to choose the pronouns.
Good start, still! (I hope you don't feel like this is too much a critique rather than comments to help you guys)