I think this could use a bit more nuance in the writing and a more clear goal for the player. I'm being introduced to one character, have to make some choices for them, so it feels as though it's about their mental state, but then the focus seems to shift to the friend character's troubles. I'm not sure what I'm trying to do here and that makes me feel like a spectator following this story from a distance, rather than as the main character within the story.
Might also be good to consider who this game is for. Is it to make people more aware of what depression, relational abuse, etc. look like? Then the friend character should perhaps not be so blatant about it, but instead give small hints to the player that could easily missed in a day-to-day setting but can mean so much. Is it to talk about how difficult it is to get out of these situations? Then the build-up could do with being much slower. Just some thoughts while playing this.








