My favorite part of the game was allowing me to cry. I felt so lost and I just loved that the game acknowledged that potential feeling and give an option for me to feel frustrated and telling me that I could keep going. I think that right there encapsulated the theme so beautifully that I didn't quite expect.
The beginning was written pretty well, but you did have to wade through a lot before you could do anything which sort of put me on autopilot read mode without getting to really put myself in it. I think just a few choices in the beginning, even if they don't branch or have a huge effect on the game, would force me to slow down and just absorb the setting a bit. But once you got to exploring the ship , I was surprised at how detailed you designed the geography of the ship. There were constant stakes and obstacles in each area, which forces you to think a little bit about how you approached getting off the ship.
But as I said, I did get lost, which was fine at first, but then I just kept going into a loop over and over of things I'd already done. I think this could be alleviated by graying out options you've already explored. But just amazed at how you were able to accomplish all this design beyond just the writing.