Unfortunately, I had a pretty difficult time getting into this one. The sliding tile puzzles were all good, but the main game mechanic involving navigating a maze proved frustrating in all the wrong ways.
Not being a space the player can navigate by controlling the character directly only ever felt like a limitation of the engine, not a meaningful design choice – building a mental model of where things were in relation to each other was difficult not because of the maze's layout but due to how it was presented. I struggled to understand the point of the system that numbered the rooms in encounter order, too; apart from clarifying when I was exploring new areas, it felt so unintuitive in regard to how people approach this kind of task in real life or video games. A minimap or more prominent landmarks would have been way more helpful, I think.
If this was meant to be an intentional challenge, then I have to say that I just didn't find it fun at all, and the core gameplay came off as so janky it overwhelmed the entire reading experience. Though the other puzzles in the maze segments did look creative, they were difficult to appreciate.
On the other hand, the story mostly felt way too sparse. Almost every scene is heavily dialog-driven, and the writing is brief and plain in style throughout. The character voices don't have much personality, there is so little scene-setting (even the surreal place the protagonist wakes up in is barely described!) or compelling imagery, and the bluntness of the prose leaves basically nothing up to implication or interpretation. The memories are particularly badly harmed by all this, pointing the reader towards the relevant pieces of information so crassly they rarely manage to evoke a mood in spite of some dramatic subject matter, but the frame story doesn't fare much better.
The basic plot is certainly fine, and some twists even seem exciting on paper, but I don't think how the story was presented as prose did it any favors. While I get that gameplay is meant to be the focus here, the writing just didn't really compel me at all, making it more difficult to care about getting through the maze as well. I will say that "solve puzzles to progress to the next cutscene" is not really a form of videogame storytelling I care for a lot in general, so maybe this is just a personal issue.
What we get here is ambitious to a fault as a puzzle game, boldly stretching Ren'py to its limits and beyond, and as a story the opposite, so unassuming it almost feels like it only exists in the form of writing out of obligation. All the art is super good, and I respect the chutzpah, but I found the package too unbalanced and too badly harmed by a couple of fatal flaws to really make for an enjoyable experience.