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I'd say the story fits cleanest in "Intermission," but really that's only because this is more of a proper story than a game. That isn't to detract from the project; it was well made, and better written.  The slow, gradual transition between scenes kept me wondering what was going to happen. Out of curiosity, what gave you the idea to take this approach with the project? I hadn't considered it, but you made the most out of a limited toolkit. Nice job!