The technical side: First off, I’m a huge fan of the typewriter style used for the text appearing on screen (I want that too! ;D), the visuals are really good, and the accompanying music is fantastic. I let the Sudoku run longer during my last playthrough, and it had a completely different effect compared to the first time I played. I think the whole thing is open to different interpretations depending on who is playing. The Sudoku mechanic worked wonderfully and fit well from a technical standpoint. Regarding the gameplay experience: themes of neglect and emotional blackmail are evident on many levels relationships, parents, family, friends, new acquaintances; it fits regardless of the context you apply it to. Right from the start, there was an oppressive feeling, though the first chapter offered a glimmer of hope that things and the story would improve. At first, I thought it was about depression and that the captain was an emotional anchor you’d introduced, but the moment he said, “I am an excellent captain, ask anyone!”, I wasn’t so sure anymore. The tension continued to build effectively in Chapter 2, the food selection and the pajama scene provided a brief moment of levity, but the real climax came with the tea, no matter how you prepared it, it was “wrong.” That feeling really came across, whether intentional or not. Also, the line “finally found safety” in the second chapter was beautifully placed.
However, the part that felt rather incomplete to me was the ending involving the brother, compared to the rest of the game, the conclusion felt too rushed too “flat” i would say.
You really did a great job, and I’m actually a bit envious that you kept it small like thatwithout immediately getting bogged down in countless “perfectionist” rabbit holes that leave you dissatisfied with what you’ve created. At least, that’s how I imagine it. Well done