(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)
What a coincidence, a Game Boy game and GB Studio! :) I have delved into what tools are available for Game Boy development because of GBJam 10.
Ah, thought the first scene was a title screen and was staying still for the music! XD
Then had some trouble finding out the key mapping (Z) (I think you should state the keys on the game page!); by the way, controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), so my Z it placed as a QWERTY’s W. Fortunately for movement, arrow keys are enabled. (After having played: I see in a comment of yours that J also works; so does Alt.)
Nice (meta-?)humour (cliff).
Nice, a choice for coming back home! Spoiler: not only two, but three! XD
And different lines the next day. I like the care for details!
Lots of concise humour and irony, this is great. :) "ERROR 1337"
Love the teleporting of the yelling boss. XD
I notice that my choice the second time for going back home triggers a line that takes into account my first choice, so, I know what this means… I am going to sparse the whole possibility tree. X) Spoiler: 1st time: cliff; 2nd time: bus.
Computer: I love such metatheatre. :)
Second run: ah, going to the desk before the boss triggers a different line! Really, attention to detail. Spoiler: by the way, the boss asks for "lines", yet we write "words". X)
Ooooh, that bus line about the cliff was entirely a coincidence!! So I have less possibilities to check, phew! XD :)
On day 2, you can ask the computer to print several times; is this expected?
Line on film about vampires in a rainy city: is this a reference?
Ah, on day 3, supposedly went by foot, but caught a glimpse of the bus!
Finally seeing the last possible line; by the way, sometimes, the automatic scroll makes some initial text disappear a bit too quickly. I think letting the player press a button to continue would be nicer.
Takeaway: cute (this is what you get with Game Boy! :3) and funny ironic fable on selling one’s soul to horrible mindless institutions in meaningless big-city life (never liked this mentality, so it resonates!). There were some various choices, possibilities, and niceties to check, which I like. :) The temporariness of everything is pervasive. I always feel like it is complicated to assess a narrative game, since the challenge aspect can be removed; I think it was possible to have the player think to accomplish some (absurd!) tasks, but maybe you wanted a more ‘peaceful’ route, which is fine after all.
A sweet and witty Game Boy tale. :)