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Totally great message, but the lack of any choices or anything didn’t really feel like much of a game. Also left wondering why the friends were such assholes! I think it’d be more impactful if you could say, give the player some choices and incentives that favor the “wrong” move, and see how those choices affect ourselves and others. Like, if I had an interest meter, and was playing some little minigame that i actually liked, and my video game mom came and told me to come to dinner… maybe I would choose to keep my interest meter high and play that minigame instead of going. Some way to mechanically place the player in this character’s head, beyond just reading some dialogue.