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Familiar setting, and pacing of choices was nice.

I was reminded a bit of the example game "The Intercept" when I played it, and the expectation that generated in me was of trying to get out, or to achieve a goal.

Then, I realized the focus of the piece was about recalling an event. But then, I didn't feel like my choices mattered, as they either determined circumstantial properties of the event (time of day, "how" of performing the same operation) or the order of what I got the story in.

I felt like hearing the main events second-hand made me less invested in the story, especially as I couldn't identify any stakes in the immediate setting (again, my headspace was put into "The Intercept" as a ref - I found myself expecting danger/a goal, then didn't discover one.)

That said, I found the pacing of text-to-choice nice, and I never felt like I was hit by too-large walls of text; I felt like I got choices at the right timing, and there were never too many that I felt overwhelmed.

(+1)

Thank you for your reply!

Actually, you’ve caught the main idea perfectly right: it is more of a kinetic story with partial variability than a game with a high player agency. I look with an awe on people who manage to create complex mechanics with such an unusual language as ink. Never could wrap my mind around this)