Feedback:
There is a lot of dialogue with relatively few choices interspersed, and a few of the choices force you to go back and make a different choice. (e.g. when saying Kat was murdered). This makes the dialogue feel wordy and reduces the player agency. Additional choices when talking to "depression" - such as whether or not to empathize with her at the beginning of the conversation would give the player a better sense of agency.
It's not hard to implement the branching dialogue (we have multiple event pages)
Dialogue/writing to support would be needed though.
Feedback: There is a lot of dialogue with relatively few choices interspersed, and a few of the choices force you to go back and make a different choice. (e.g. when saying Kat was murdered). This makes the dialogue feel wordy and reduces the player agency. Additional choices when talking to "depression" - such as whether or not to empathize with her at the beginning of the conversation would give the player a better sense of agency.
It's not hard to implement the branching dialogue (we have multiple event pages) Dialogue/writing to support would be needed though.