I may as well admit: when I saw this game had same-sex themes, I bailed. I vote Democrat, but in entertainment it's not my thing.
That being said, up until that point I can say the game has potential. In terms of world-building imagery, the showing of a mechanic as having a plague doctor inspired mask is ripe with potential for deep meaning, helped along by the seemingly anthropomorphic personalities of the giants themselves.
The revelation through proceeding gameplay that people live inside these things answers impressively, through showing rather than telling, of the question of why we - or at least the playable character - are supposed to care about these giants.
The less-is-more approach to imagery deserves some credit; the simplicity of the art style, in way of color palette, of shapes, and of outlines- or lack thereof in the latter's case- each help to make sure attention is more on what to do that what's on the screen. For an exploration game with a stressed out, busybody mechanic, this is a plus.
In terms of game design improvement opportunities, I would say my main suggestion is to make it a little more obvious where we need to go per mission. It's a safe bet to assume your player is an idiot -which is obviously true in my case- so some small on-screen hint for which valve or circuit still isn't working, such as all but one having light electrical glows, could help spare us lower sorts from aimless wandering that risks the game's momentum.
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You're obviously onto something here and I wish you luck.
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