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I had spent the better part of an hour trying to figure out exactly what I needed to do in order to succeed at this release. However it was not until much later in the game did I come to the conclusion, at the very least, this game isn't meant to be played to completion. What I take from this game differing from Ramble, Ramble had very little mechanics and was a seemingly "Soak in the digital Environment" experience. In this game, I was finally able to accept the madness for what it was, instead of trying to make sense of it. I conclude that perhaps the point of this game is not to succeed, but rather observe the confusion as a testament to madness and insanity itself.I was unable to fully figure out what "I needed to do" and began to accept the environment. This game has interesting mechanics such as the state of drunkenness or the alley stabbing. Once I encountered the blue specter which chased me around until I did succumb to madness. This is ultimately what brought me to this decision, although there are mechanics and goals in the game, there is not enough given time to accomplish anything. So perhaps instead of trying to play this as another game, we need to fix our perception of gaming. If this is the case, You are a genius, if not, I believe I have let your game infect me with insanity. Wonderful game all together. 



I don't want to color your perceptions too much so I'll just say is that the trappings of style and systems are a broad, cumbersome analogy for anxiety, or at least that was the initial spark for the game. The inevitability of it all is the point.

That being said, I do plan on adjusting things a bit. As you pointed out in your video, the player needs more time to explore and acclimate to the systems (as chaotic as they may be) before being hammered repeatedly by “the point”.

Anyhow, I truly appreciate the thoughtful analysis, really helps me get better at making these things, I'm glad you got something out of it.