Impressive set of systems for a jam!
The mood was perfect and the interrogations felt intriguing without being too obvious. I appreciated the writing staying concise while still giving character to each Marcus.
I felt something was missing in the end, wasn’t sure if I made the right choice first (I kept sofa Marcus) and even after going through keeping a different Marcus in speed run mode to see if I missed something I still couldn’t decide about what it all meant or if I missed something, but dreams rarely have an ending that makes sense :)
I kept trying to use the scroll wheel to pick dialog options, maybe this would be a nice addition to these menus. Also, reusing clicking for every interaction like doors, picking up objects and talking to people would streamline the controls a lot without losing anything, I think.
There are a few issues with the level colliders letting you see behind the walls or outside the building if you stand too close to walls or jump around 359. In general, I think it is best to disable jump and crouch in puzzle-like games that don’t actually rely on them so that it’s not something the player can overthink being a mechanic they should be using somewhere and keep trying it to find stuff (which can hurt immersion as well).
Overall, great job and a sophisticated use of the theme. I can definitely see this style of storytelling work in an expanded game!