Having an open-ended choice system seems cool and unique at first, but when you actually get into it, you realize why it's unique. If the dev hasn't programmed the game to recognize a certain response, you're not going to get the desired result. For instance, I typed "no problem" in response to a character thanking me for helping her, but the game focused in on "problem", and I got a negative response like I had berated her. For optimal results, you have to pick the simplest and most direct responses, so expect to "yes" everything like a robot.
Buuuut, the problem with that is that the game encourages you to experiment with more creative inputs to make use of the open-endedness (and to see some responses from the characters that the dev just thought were funny). That would be totally fine if there was any kind of guide or walkthrough for those who need it, but the dev seems militantly against that for some reason. I disagree with the decision to make playing the game a more opaque process when inputs have to be somewhat precise to get the desired result.
This game isn't a flaming trash heap, but intentionally making it user-unfriendly means that I don't expect it to ever be fun to poke at for secrets (which is most of the appeal).
Buuuut, the problem with that is that the game encourages you to experiment with more creative inputs to make use of the open-endedness (and to see some responses from the characters that the dev just thought were funny). That would be totally fine if there was any kind of guide or walkthrough for those who need it, but the dev seems militantly against that for some reason. I disagree with the decision to make playing the game a more opaque process when inputs have to be somewhat precise to get the desired result.
This game isn't a flaming trash heap, but intentionally making it user-unfriendly means that I don't expect it to ever be fun to poke at for secrets (which is most of the appeal).