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I have to agree that if the majority of endings are suicide, then it is implying that the action you take leads to you ultimately ending yourself, which is not a great way to present people in this situation. 
Every time I played it lead to a suicide, and considering that the game is so inherently beautiful, I couldn't help but feel that it is glorifying suicide.
That being said, the path to solace is not easy, and so "good endings" should not outweigh the bad ones, so I appreciate that greatly.
The character committed without me expecting them to do so. Obviously, this game was only made in 48 hours, so there's limitations, but in future work it'd be great if the player had a bit more controll; for example, choosing to take pills shouldn't end in suicide. It felt like quite a big jump to go from "I'll take what the doctor gave me" to "I will use what the doctor gave me to die" it'd be good to have an option that was clearer, again, I understand that the game is emulating the effect of confusion and uncertainty, but I feel that it's implying that people in this situation have no choice or agency in their own lives

From personal experience, I feel that a more true depiction would be to come close to suicide multiple times, but ultimately returning to a state of repetition.

After all of what I've said, the game seems to've resonated with a lot of people, and they seem to've found it helpful, so I guess that my view is my own. I see that you said you don't want to touch the game again and that's very understandableI hope that what I've said doesn't come across to negative or damning, and simply acts as something fo you to think about if you ever consider this type of game again. 
Keep up the hard workand thanks for creating beautiful games