Excellent work, all around absorbing and just the right amount of emotionally complicated.
Despite tackling some arguably pretty stale topics (such as the tension between pop culture depictions of collapse & apocalypse and how subdued decline can be in practice), I'd say the game manages to carve out a pretty unique niche for itself with its haunting mood and idiosyncratic worldbuilding. I love how the setting is loose and stylized enough that a guy can build a rocket in his backyard, but there are still some fairly grounded attempts to put the catastrophe in scientific terms; the deadpan silliness just really works with the layered tone of the story. And though the itch page presenting this version as a prototype made me expect something more unfinished, I think the pacing is sharp and most of the absences end up coming off as purposeful.
Some rough edges remain – the character art is a little uneven (very unusually for furry art, I feel like the wolf's face is the messiest in terms of anatomy), and though the dithered backgrounds are nice to look at, the art direction is sort of all over the place on the whole. The sound mixing also seems to be severely off, with the ambience tracks being so quiet compared to the music that I couldn't really tell they were there while playing.
But on the other hand, the nonlinear structure is a roaring success. The two routes complement each other perfectly, filling in important information and character perspectives in a way that really makes it feel like the story was conceived for this medium; I literally thought "it's weird they didn't talk more about X" during my first playthrough only to have that very question addressed in the other choices. In this sense, it's a strong showing for developers who are apparently new to making visual novels.
Even with some flaws present and some of the visuals being kind of an acquired taste, this was a pleasant surprise on the whole, definitely the kind of thing that makes going through all the jam entries worth it.