An overdue review for the revised prologue:
I'm not sure if the lack of choices is supposed to represent the MC being unable (in the prologue) to avoid their fated execution, but the lack of ability to have even superficial impact on the story altered my perception of the game. Obviously the whole point of the prologue is the execution, so I don't expect to be able to change anything, but the long passages of prose offered plenty of chances for surface-level "decisions" that wouldn't affect the narrative while still offering a sense of agency for the player, if not the MC. For example, maybe you don't have the choice to not trust your partner, but you could easily have different responses for how you confirm your (possibly misplaced) trust: Sincerely, reluctantly, bitterly, emotionally, etc. Other potential moments for this kind of thing could be your (internal) response to the distance between you and your partner, a choice to resist the pain or have some other (futile) response rather than just closing your eyes, having some kind of reaction at some point during your imprisonment/torture, and responding to the knight that helps you to the throne room. Nothing really changes except a few lines of text, but it would drastically up the immersion factor, at least for persnickety types like myself, and it would break up the long pages of Having Things Done To You by People You (The Player) Don't Yet Know. The effect might be different for someone who's been following the tumblr and taking part in the Discord, but at least some people (like myself) won't be coming in with that information, so any deeper meaning or emotional impact could be lost in a prologue that's more like reading a novel than playing interactive fiction.
This isn't to say that the reading was unpleasant, as your prose is rich and evocative and you have a particular knack for characterization, as characters have distinct voices even if they have little more than a few lines. If I'd gone into this expecting pure prose, I'd be extremely pleased with it and interested in reading more; I'm still extremely interested, but I went into it as a player of interactive fiction, so my expectations were a little different. The only choices you have in-story is to skip the torture, which isn't so much a choice in-story as it is a meta-choice to avoid a scene, and your final response in court. I did have something dramatic planned, but I found myself so stymied by the lack of player agency (as opposed to character agency) that I seized the first chance I (the player) had to actually do something and wound up telling the court to do something anatomically unpleasant with an extremely unsuitable instrument. ... Though I like to think that was also in-character for the MC, all things considered! The lack of 'personalization,' not to be confused with customization, also kept me from feeling particularly attached to or invested in the MC, which is a problem I often have with more linear/stratified forms of IF, like visual novels.
Which, again, doesn't mean that this prologue is bad; far from it, in fact! If the lack of even superficial options is supposed to be indicative of the MC's railroading, in contrast with their post-revival options in the main game, then feel free to ignore just about everything I said above. In either case, I'll still be watching this game carefully and looking forward to how it grows.