It's just a target, I guess. I don't plan on making long VNs with crazy quality to them and I know what is manageable for me (as a solo hobby dev). But thanks for asking!
SheepySomnia
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I think that this game does give death a fresh perspective. Even though the protagonist's sister passed on, the protagonist, through their memory of their sister is freed from mental constraints (of needing to obey social norms) and their life can properly begin.
Spoilers incoming, but personally, I chose to grab stuff so that the protagonist can be 'haunted' by her memory and strive forward. I mean, even if it hurts a lot, it's better to remember than to regret later on.
The storytelling format is pretty experimental because the backstory is told in fragments based on what item protag inspects. I like how the more you dig deeper (open boxes) the more intimate it feels. And it's funny to imagine the poor protag lifting maybe 10+ items out of the attic, so I hope that they are buff enough in-universe to do so.
Replayed a bunch of times to get the good ending, I don't have the heart to try getting a bad end. The best part of the story has to be the worldbuilding (sort of sci-fi, dystopian city) and characters, both Hornet and Emily are very well-written and complex (even with different family backgrounds). Choices in this story have more influence on the narrative than I expected :0 so props to the writer for having so much care.
The abstract, painterly art style really suits the narration and gets me to stop and think and feel, if that makes sense. Altogether, this is something that will stick in your mind afterwards.
This game does have Papers Please vibes with the branching storyline and moral choices. My favourite part of replaying will always be sending cookies. Even if I'm trying to be evil and betrayed the Resistance and the universe sinks into hellfire, at least some kid and his grandma are happy ^_^ Though, the game could've been better with a space diner :D