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I hit the same block as some other commenters, ending on "Hm, not quite." I think this piece is very atmospheric and going in an interesting direction, I liked learning about this character and their psyche. I felt a bit of an absence of meaningful choice, I can't think of a section where we were made to choose between two things, we always had the option to exhaust the dialogue. I think forcing the player to pick an option knowing that they'll be left with incomplete information adds some stakes and repeatability to what otherwise seems like a very linearly narrative-focused game. All in all good job and I'm excited to see where it goes.