Whoa, you're the actual dev Hematite? Nice, glad you joined on here.
As the person who arguably gave the biggest criticism, I am excited that you decided to voice your opinion.
Your compact explanation gives reasoning behind the way you set up stories - basically coming from the wish to write up absurd stories. Knowing you actively went out of your way to avoid normal scenes, we can now look at the game differently. I apologize for not having the lens through which you created the vision for the game.
Please, by all means, feel more than welcome to share your vision and approach to how YOU wanted to create the story for Sassy Girl. I can of course always form opinions about your approach, but explanation will help us better understand what the story is you wanted to create. With the knowledge you give us, I'll even replay the game in order to re-evaluate it. Perhaps we can help you give the game a 'pretext' that puts the game into proper context. I'm looking forward to reading from you!
I really wanted to deep-dive on your statements here:
Absurdism can be a very strong trait in video games, and I think we all felt absurd traces in the game. Was there a reason for the specific type of absurd you chose to create?
So far, I have used logic to review a game that clearly makes it a goal to be illogical or irrational. We all thought it to be quite a dark game due to the nature of the mental illness, but perhaps we haven't looked at it in the right way. Maybe story scenes shouldn't have to be connected and don't have to make sense one after another - and that's the story. Personally I have always classed the game as 'being different, almost absurd' as a style choice to tell a bigger story. But if your goal is to create an absurd game, the overarching story really doesn't matter much in a way that it doesn't matter in comedy either.
Ah, trying to "logically dissect" a story, which is by it's nature a feat of IMAGINATION and thus not have to follow logical rules, is a bit of a waste of time. This approach shows the inability of the reader or in this case the layer, to simply take the story as presented, within it's own rules and boundaries and gain the benefit of.
A writer or game dev doesn't owe anyone an explanation of their story, they simply present it as it is, and let the audience make their own conclusions. This doesn't mean the story is "wrong" just because it doesn't fit someone's perception, it means
that person needs to adjust their mind-frame of reviewing the situation.
Anyone ever trying to dissect a story is basically the IRL version of this person... Trust us, you're not really proving how intelligent you are, but rather how anal re-tentative and ass-hatish you can be.
Now if a story stops following it's own narrative, breaking it's own rules and that wasn't a deliberate thing by the writer then sure, point out where the story doesn't connect the dots. But someone saying "your story doesn't make sense!!" and they really mean "Your story doesn't go the way *I think* it should!" is plain idiotic.
So yeah, don't be "that guy" above...