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First of all, thanks for playing my game and giving valuable advice on it^_^
Well, about what a narrative game is trying to tell never have an only answer.  And as the author of it, I will give my interpretation, but it's just as important as a player like you I think. So if you don't agree with this, that should be my responsibility^_^
"This game has Only One way to clear, but many things(in the real world) are not like that." is the best English I can find to describe what I am trying to tell. I imagine that the player will figure that out by 4 steps.
Step 1:
Players do not know what happens in this game, do what he is told to.
Step 2:
Players find out only do the opposite of what he is told to can move forward. And beat the game.
Step 3:
Like the Begining, the player was told that this game only has one way to be clear and it really is. Just maybe not the same way as players thought. Players never jump out the frame of this game(Of crouse, it's a game.)
Step 4:
"or, really?" To let more players get the message, I think I probably should say something like "Is it the same in your life?" But I just don't feel that is cool. Or I actually don't want to make that so clear. Especially when it's a gamejam game( ̄▽ ̄)

Agree that if it has branches, it will be a more enjoyable game. I think the main reason is the gameplay itself will be more enjoyable. But not so sure that helps to deliver the message I was trying to tell. 

PS: if you are interested, I made a game named "LoveChoice" on Steam, which does have branches and be similar to this game in some ways.

Yeah I assumed what your message was here and I was wrong. Still that's my take on it from a playtester perspective. And thanks for the recommendation!