Full disclosure, I haven't finished the game, nor have I come even remotely close to seeing all the content based on the other comment responses. Just wanted to get some initial feedback down while I had it in mind.
First off, the scope of this game is really impressive for a Twine project - there is a lot of content in here, and I really feel like I've barely scratched the surface of what's there.
That said, while the idea for a text-based heist game with a bunch of different infiltration routes is really cool, I'm finding this one a little tough to complete. It's very easy to lose spatial awareness when you're only seeing the next available direction or action, and this meant that I often felt like I was blindly fumbling my way through for most of my time so far. Like on my first (failed) run I made it to the maze, took too long, and got caught, but I honestly have no idea how I got there, what I did right to do so, or what I could improve other than actually drawing out the maze as I go, so on my second run I feel like I'm just as blind.
I think one thing that could be helpful here is a sentence or two at the top of each passage when you're roaming the area to clearly state where you are and what's around you. I get that part of the idea here is that Summer doesn't know where to go either and is trying to figure that out, but it would do a lot to help playability if there were at least a few signposts and reminders.
On a similar note, it would be helpful to have some pop-up boxes when you're on the heist to remind the player of names and such when they appear. Reviewing the guest list when preparing is a lot of information being thrown at you at once, so while I can remember that someone like John or Mire is a character I should be aware of, I don't necessarily remember which one of the twenty that were in the brief they were. This gets even more confusing since there are also named characters that aren't in the brief, and this led to multiple moments where my first response was "who the fuck is Dane" and "who the fuck is Merric". If you don't want to go the straight glossary route, maybe an option to quickly telepathy-call Paige for a reminder could be useful.
Other things to note:
- I really wish there was an option to save at any time. I get that part of the idea might be to discourage save scumming during a run, but runs take a fairly long time, at least when reading everything and trying to absorb a lot of lore and other information being thrown at you at once. There are definitely points where I'd want to be able to save, not necessarily to cheese, but just because this is kind of a lot and I want to take a break. "^.^
- The blue "ally' text is the same color as the links to the pop-up boxes, so if there are boxes in dialogue where someone like Paige is speaking you can't really tell unless you mouse over them. Kind of wonder if, since there are so few allies at least as far as I've gone, if friend characters like Paige and Jim could've gotten their own text colors. All my experience in Twine is in Sugarcube, so I don't know if it's 1:1 for this format, but there are like hundreds of text colors you can use there.
- Most of the writing is good, but I did notice some consistent errors, especially when it came to subject-verb agreement. Lots of issues along the lines of "there is many doors" when it should be "there are many doors".
I really like what I've seen so far, especially with all the attention to detail in crafting the lore and characters for the world, and given the effort I think this game deserves to be explored and completed, I just needed to pause for a while and hopefully some of the feedback is useful.