I have not played much, as the web version didn’t let me choose a middle option in the tutorial, making it impossible to complete. I’m also not inclined to give this game another shot, but I thought I’ll at least have the decency to tell you my early impressions as I’ve already spend some time formulating them:
The UI needs an urgent overhaul. It can be plain, it can be a template, a placeholder but it hast to provide a minimum on functionality that is not currently met. I should not be able to highlight text on buttons. I should not be able to zoom out of the entire playspace into the void. Things like this rip me right out of the experience and make it feel like a badly programmed website and not a game to be immersed in at all.
Concerning the main mechanic I see tremendous issues from both a design perspective as well a a players perspective. I’m not convinced that the huge amount of options you provide will actually benefit the player in choosing the approach they wish to take. There’s bound to be overlap between the skills, which directly leads to miscommunication and instances of “but that’s not what I wanted to do” afterwards. There is also simply no way to fill the possibility space you promise here. You won’t be able to give a unique experience for each and every combination of choices a player could make, inevitable leading to a railroady experience.
The mechanic might be able to support simple puzzle gameplay where you have to figure out the right approach - though care should be taken to not make it simply a “find the needle in the haystack” type of problem, but as a narrative mechanic I’m convinced this is destined to fail.
Please don’t feel the need to justify your design decisions for my sake. I’m not interested in further discussions here.
