If it turns out that the super beefy guy in eternum (thanatos or something like that?) is Stabby Mike - all my dreams will have become true. As much as I love the salesman, I need more stabby mike in my life.
Only thing I'm not a fan of in this (and eternum) is the strictness of decisions. That is, the binary nature of each decision being [proceed] or [end path], without any obvious indication of such. Would be nice instead if there were multiple good options and multiple negatives. As well as making it more like "you need 9/12 proceeds" rather than 12/12. Worst part though is when it doesnt show you the path has ended till much later when a scene runs a check to see if you meet the requirements to trigger it. I recall one example in eternum where I missed one decisiom (bathroom cleaning), and thusly had a path end at the gladiator arena bit - MUCH LATER.
A way some other games have dealt with this is by adding a "gameguide" option IN GAME that will show the effects of impactful decisions (as subtext in paraphensis next to the option). Id much rather that than needing to tab out to read a guide to find out i messed up a decision an hour ago. Needing to do so really breaks my immersion with the story.
Actually I do have one more issue with both of your games. You have set the bar so high that only a few other games can even compare to yours.
Seriously though, no amount of praise could sum up how good your stories are <3
Sorry if this is the wrong page to post - i know I've mentioned eternum a lot. But was already on this page because I'm redownloading it to play through again. Figured most feedback positive and negative applied well to both anway