It's already amazing as said by others. The humor always catches you off guard, and so do the narrative twists, which were just executed so well (literally if you mind the pun). I'll comment on some design choices I noticed:
-I can't really tell if it's mud or blood, but I thought that at some point there was kind of a trail after everyone (spoiler alert) gets murdered that would lead you to the payphone. It might have just been random generation though. But I like the small environmental cues (someone mentioned the bushes, the road was also good for this) that gave you slight direction, especially since you'll get lost after the massacre.
-In terms of the emotional beat and pacing, it was really good at making you dread continuing, but I think it maybe doesn't need all the "...", even if it's to emphasize Mogu's shock - because I think it's already pretty implied. Emotional reactions should probably come naturally, so forcing the player to stop walking to click "..." would take them out of it - ideally they would have more time in the full version to perhaps be required or encouraged to talk to more goblins, and maybe the village expanded - that way the player can freely walk through and pace the horror of it themselves and let it sink in, and it would take roughly the same amount of time. The "..." could maybe just be triggered every so often without freezing player input. This is honestly a really minor nitpick, with the point being to keep the immersion.
There's a lot of heart put into it and I genuinely felt things reading the dialogue, so I think it has a lot of potential. It kind of reminds me of Undertale in a way with its brand of humor and themes, but it has its own identity and type of humor too, so I'm not saying it's just like that. I really hope this gets continued (I'm sure it will since it's your passion project)