I think my favorite part about this game is that the house does not logically or physically make any sense. The caretaker being an imaginary friend based on a stuffed toy is an obvious reading, but it's the level design that really elevates this to surreal character study. The one thing I will point out as someone who has done a good couple of artsy walking sims is: when your movement isn't a game mechanic, there's no reason for it to be as physicsy as it is in this. You want the tiniest bit of acceleration and deceleration so your character feels alive, but not a ton so that walking feels good since the player's gonna do a lot of it. But overall, I enjoyed this!