I still think it should be labeled a novel and not a game if it reads like one.
At the very least make a warning for it on the page so the reader knows what they sign up for.
I've bumped into those novels that pretend to be games before, and it pisses me off every time.
Doubly so if I actually have paid for it --so I'm never buying visual novels that doesn't have choices right in the demo anymore.
Ideally choices with impact.
It's not worth it.
I think the problem could be sold if it was clearly marked that there is no choices in the game.
Or no choices that impact the game. And that there is only one ending.
(I'd say the same for puzzles and minigames inside a visual novel. Because it's so unexpected.
Some like them, some don't.)
That way people who like it can get it, and those who don't like it won't be disappointed and angry over it.
And I guess I must have missed that warning on your page somehow. lol
But at least if you had one, that's one me I guess.
Should have read it better.
And yeah... I've only tried to create a Choice of Game style game before, but I've found that the trick with it is to add a balanced amount of 'false choices' and real impactful choices, and then use a loop to stitch things up in a simple way.
Like... check out the game on itch... Perfect Love. (It's on list of games I like on my page.)
That game have relatively few branches, and reuse the majority of their scenes, but somehow manage to make the game feel very different at each play-trough, and have like 6 or 8 different endings.
All without a single false choice.
Done right you can cut down on the work while still giving the reader a feeling of a choice, and give them more ending options.
(Which is nice, because people root for different things to happen in the end. One person's happy ending isn't always the happy end of another person. Same with bad ends.)
But I'll admit I WAS pretty tired when I downloaded this game, so I probably skimped out on a lot of details.
And I see your reason for the lack of choices, even if I'm not a fan of the mentioned lack.
Try put warnings under a big "WARNING" sign.
People read this cuz some have phobias, some use the warning section to check how cool the game will be (blood, gore, sex and whatnot).
Although your game doesn't have much of that, but it does have a yandere. Which will attract more than it repels I think.
And I personally think that a lack of choices should be a warning.
And important info in bullet-points.
If you have a thing like that with the info of how many words, how many endings, puzzle or mini-games, and so on, it's more likely to get read.
People tend to skip to what looks like a easy summary.
It's nice to see a creator who's interesting in improving their game and game-page tho. ^_^