Paragraph 1: Not really. That's a parody. "No context" in particular is way off my point.
I raised an issue about lots of clicks (of not always riveting dialog, punctuated with the odd quick flash of sword-and-axe) to get to more gripping images, charged events, ... excitement. Given that the actual tension in the story appears to rest in personal vulnerability, traps, sexual & emotional manipulation, fear, exhilaration, dread - or at least, that seems the strength of it, to me - it might be good if more of that was vividly on show.
Sex in fantasy often includes as lot of the above.
Good tip about customizing the skip function.
But I was well aware, if the design of a particular game means "skipping" makes you whisk through (say) 100 boxes before the next crossroads/decision, you're likely to miss the point of the decision, - and probably miss out much of the game, too.
Personally, I'd actually prefer it if the script itself was a bit tighter, more enthralling in itself, e.g. a bit less on the lines of "When I was a lad, ...." and general moans of foreboding ("Seven Samurai" scenario without the vitality), maybe not as many boxes lined up in series (double up 2 dialogs in one box sometimes?), less toggling between repeated images, and ..... a bit more "life" in the dialogs.
But hey, as I said at the start, entirely a point of view. I gave praise where I thought it was due. In that context - and very much with context - criticism is not necessarily a bad thing. Or maybe you think different?