This game really hit for me emotionally, partly because it captured some feelings/experiences that I remember from childhood but also because it's just well written and evocative. The magic of a beach vacation, friends you see once a year and don't have any contact with otherwise (us millenials may be the last generation to have that particular experience), uncertainty about the way a friend feels about you... it's all conveyed so well.
As I played through the first time, I completely forgot that there was any state tracking going on, but when I remembered at the end I was impressed by how that aspect worked. There aren't a lot of choices throughout the game; more passages end with a "next page" link than with a choice. But the five or six choices you do have, determining what you said to Caspian at certain moments in several childhood flashbacks, what direction your adult life has gone, and one action you take in the present, subtly interact to result in one of at least three different endings. After playing through the first time and getting a very satisfying, fitting ending, remembering that I'd brought about that ending through my choices made it all the more meaningful.
Playing through several more times revealed that the game is also subtly responsive to your choices throughout, in ways that heighten the emotion. So all in all, this is just what I look for in a narrative game: a good story that the player is able to help shape.
This is a simple game where you play through several different lucid dreams the protagonist has over the course of the night. I enjoyed the descriptions of the dream worlds and their variety, but what really got me about this game was the mood. There's a strong sense of loss as the protagonist continually reflects on how their experience of their lucid dreams has changed: once, they had such control in their dreams that they never wanted to wake up; now, sleep is a source of stress as they deal with insomnia and something like sleep apnea. There are also hints at tension in their marriage caused by these issues. So the game has a pervasive sense of sadness, which I appreciated as an enjoyer of a good melancholy, wistful tone. And there is the possibility of a happier turn at the end.
That's the other thing I found impressive about this game--it's quite polished, with the implementation overall being quite good (I just had a few struggles with (Spoiler - click to show)the rope), and there were a decent amount of non-essential actions/responses coded in, including two different possible endings. A great little game!