For the most part, we tried to limit choices to situations in which the MC might logically want to pause and consider his options, e.g., before allowing someone to enter his room.
Could we have tracked the choices and made them more meaningful? Yes. But given the nature of 2D art, that would have required an ungodly amount of extra work, and instead of doing a half-assed job, we decided to eschew meaningful choices in favor of false ones, hoping that by making it more chill and humorous we can get away with it.
We will still keep them, but use them in cases when making a decision make sense. One additional utility that I can think of is as a device to break an extended conversation to add a bit of variety and -- hopefully -- make it more engaging.
As I said most of them were okay because they were comedic.
3 Examples.
1. The old lady enters the hovel. No matter what the player chose this would happen and it is fine because the attitude of who she is, she was going to do it anyways.
2. The bridge bottle, both choices go the same place. However with no more art you could have made the bottle choice have him unable to get it and then decide to back away and leave or try again. In the end he would have to do the other one, but it doesn't feel as railroaded.
3. The hunter headgear, would have been funny to show the hunter the other hats and see reactions, maybe him questioning you helping him.
No real new art needed, but gives a bit more to the game.
I do love what you are doing with the game. This isn't criticism, just hoping on a bit better hiding of the faux choices.