I love the screen/scroll as a densely-packed woods that's a bit hard to navigate. Also felt very accurate to the concept for the player to start interacting with objects only to learn, too late, that early choices were already impacting the results!
as always, thank you so much for your kind comments! you've hit the nail in the head with them; both were very intentional choices!
I wanted the map to look like dense digital woods as a metaphor for how online life currently feels; ads, sponsored content, paywalls, low-quality content, AI slop, etc. I wanted to make all of this more obvious, but I didn't have much time available to wrap this up! I found comfort in the fact that making it implicit made the game more "poetic", hahaha.
and regarding the 'feed results', yes, I wanted to show that every interaction had consequences, and that the feed would quickly decide what you liked. but at the same time, I would have liked it to be 'infinite', as the algorithm will perpetually analyse user inputs (see the discussion with yo252yo). I couldn't quite do this in Bitsy, so I settled for suggesting this through Algo's dialogue.