I do understand the concern. I apologize for the overused terms and the lack of variations.
I originally wrote everything in my first language, struggling to translate a lot of sentences and sayings, which lead to very unnatural and repetitive lines.
The excessive use of rhetorical figures is due to my love for Leopardi and Pirandello's writing styles.
I initially wanted to narrate everything through the stream of consciousness, but I only used free associations to describe certain emotions or situations.
Most of the similes were meant to hint at various details that would've been revealed later on, example: "the clouds rolled like silent witnesses.." = as if the gods were the only ones watching them (they are a key figure).
The "sky stretching forever", hints at the way they saw things pre and post accident, not realizing that life had a spiral-like flow, instead of linear (connected to the ouroboros).
The overuse of "stomach", as another example, hints at you, as the player, being the "center" of the universe, the "omphalos" (meaning literally "navel"). You're the creator, the one in "control" of the story, and I tried to hint it that way.
The style might seem confusing, or a bit destabilizing, but I've said it multiple times before; it's intentional. You're meant to mirror what Clive feels. The game is meant to make you feel detached from reality, the same way brain fog does. The more you push Clive toward the Dionysian, the more unstable you'll feel. The more you push him toward the Apollonian, the more cold and suffocated you'll feel. Unless you balance him, creating the so-called "greek tragedy", meaning the perfect balance between both spirits.
The biggest issue is the language barrier itself. I'm now trying to fix the translation, which is why it's taking me so long to update the game.
I probably need to fix a lot of things when it comes to writing, because I'm not, by any means, a professional writer, it's just something I've done for fun.
Thank you for the compliments about the art, have a nice day.