I had some ideas for relating the ghosts to different emotional states for coping with stress/trauma/emptiness, but I ended up cutting it (with a ton of other stuff) for time reasons. There is a little bit of expanded dialog for players that beat the game twice, but I think in the current state the dialog will come across sorta opaque and confusing no matter what.
I was hoping that with the smaller amount of exposition, players could ascribe whatever they wanted to the core idea of consumption/emptiness.
Thanks for playing! :)