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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.