I'm sorry to say I really didn't like this game. The craftsmanship is very high (in terms of art, writing, and even atmosphere), but the subject matter just grates on me. The game is eager to tell me how to feel, but I just can't play along. I hate the MC's "woe is me" attitude, I'm sick of Ava's insufferable whimsy, and I'm infuriated by the implication
the whole thing is just a delusion. It's clear this game is catering to tastes almost antithetical to mine, so I'm not sure my feed back would be of much use - at least not on the story front.
That said, I do want to comment on UI, because I thought it was unnecessarily terrible. First and foremost, the text is really hard to read. The font is small and thin, plus despite giving us a gradient slider (which I'm always grateful to see), the text box winds up being mostly translucent! The brush-stroke motif is nice, but it's interfering with the basic function of the text box. There are way too many instances of white text on light backgrounds like this one:
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Second, the save game screen has a similar problem, except it's even more pronounced.
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Why bother letting us name the same files when the text is practically unreadable? At the very least make the text black! But I also need to question the layout here. I love the idea of using the canvas as a framing device, but why is it so small? You could get the same effect while zooming in on the canvas. Not only would that make the text less unreadable, it would give you more room for the interface. Maybe you wouldn't need to have the text fields right on top of the pictures, or could show more than just 5 pages worth of saves?
I'm sorry to come of so harsh when it's clear the game is trying to do something different, but I'd respect the effort a lot more if it considered the practical aspects of the design rather than laser-focusing on the style.
That's my advice, anyway. Take it for whatever you feel it's worth, and good luck on your game.