I've mentioned some of this in the server already, but a game with a veritable "supergroup" of Doki fans was bound to have something special in it. First, it's astonishing how polished this one is. Second, the art is lovely (no surprise). Third, the way the game nails the Doki/Mint stream dynamic is very pleasing (and something I want to achieve with the writing in my team's game).
This isn't meant negatively, but I thought adding Mint as a gameplay option was interesting. It's something I didn't even consider for our game (outside of a scrapped "escort mission" thing) partly because I think I was focused on Mint serving as a friend/comedic antagonist. Switching between their perspectives also switches who holds that position for a given player. It's an interesting "ludonarrative" consideration, and I'm not saying there's a "wrong" answer to it here! I think it's neat that your game provoked this more theoretical question.
I did have some issues with the controls. I'm not sure how to describe it exactly, but the mouse capture is very aggressive and kind of unpleasant to manage if I want to scroll down on the page to check something. And while the "hold right click, then left click" is a good example of kind of abstractly translating a physical action into a control input, it's very cumbersome on a trackpad! I think an alternate control option might be useful.