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This was an intriguing one. The art is good, the medium is good, and the story was... jarring. It's just that players in general like control, agency, and all that. With this, I was just watching most of it happen, and what choices were there, were all dialogue-based and less consequential than you'd expect a choice in general to be within something of the visual novel kind. Otherwise it just seemed like you decided the narrative (okay) and found it acceptable to only allow variation up to a point that may not feel satisfying because there's little payoff (needs a bit more work). Maybe you could have tied more consequence to the existing dialogue choices, or! added action choices (deciding what Lila does instead of just what she says or thinks). Good try though!