Cool entry! I wish I had slightly more interesting choices in combat... it seemed very rarely did I have enough information to do anything other than "choose the safest row", or even when I had information, I really had to analyze things closely to find any row that was actually safer than whichever row had the fewest Xs... if it did something like the row patterns were (relatively) fixed so that with a little information you could make a guess about which row might be the one you want (e.g. I remember it had an empty spot in the 4th column) or something like that would make it just a little bit more engaging.
I figured out what everything did (eventually) except for CBT (which, I'm assuming, stands for Cognitive Behavioral Therapy here, and not what it usually stands for on the darker reaches of the internet...). Reading a comment below I guess that's because I also didn't notice there was a map until I had 1 trauma left to deal with =). I would have liked a slightly simpler way to pick up things in a room (maybe have one less menu and then just B = open menu, and A = pick up?), it got a bit cumbersome - same with repeatedly using the same item (maybe just press A on it repeatedly, with a 1-line message about what it did? =).
I like the visuals, nice, simple, clean, and the ending song was nice =).