Goat Game advertises itself as taking two hours, which I think is an overestimation. The first few times may seem tricky, but once you see the main branches, subsequent playthroughs go fast. You'll see the story and what roughly happens if you make certain choices. The main thing then may be to see how to get all the endings efficiently. There's some risk of repeating endings, even if you figure which choices fully matter. There are three stats on the bottom: work, opportunity, and social, and twiddling them correctly gives different endings. This sounds a bit dry, and it neglects the actual story and the neat illustrations which play well with the story. Though after a few times through, you may be more focused on which combination of choices makes a legitimately new ending. It's very logical but with a neat curveball.
You play as a goat researcher who will soon have the decision of signing a new lease or moving on with your life. While sticklers might say nothing in Goat Game relies on you being a goat, there are some nice touches like talking about horn enhancement and banging your horns under a desk when searching for something. Part of me wonders if more could've been made of your goatness, but maybe I'm being greedy here. It's creativity, and if it's for its own sake, it doesn't feel misplaced. It also helps soften some of the more serious themes.
Goat Game takes you through a workday or two and exposes you to the personal consequences of your action. It details your research at Yobel Labs, how you get there, how you interact with people. It asks how you like the job, or where you live. Later some co-workers offer to tell you about an ancient secret. The underground workhouses are a bit sobering even with the whimsical pictures. There are standard themes of worker exploitation. Soon after this tour (which you can decline,) something happens! An explosion. Tobias, the CEO of Yobel Labs, gives standard corporate-speak reassurances, and he's a bit of a jerk. Based on your earlier choices, you can confide with people you know. You're accosted by some protestors as you go to work, and then you have a chance to leave or stay. The protestor bit stuck with me because, no matter how you respond, they accuse you of Being With the Man. Not quite as awful as Tobias, but still annoying.
Each possible ending feels like it really branches out, which is creative on the one hand but a bit unpredictable and sometimes unrealistic on the other. They don't all fit together logically. Aaron, your colleague with a rebellious streak (he's the one who tries to get you to sign a petition after taking you belowground) swings from being very successful to nearly losing it. This seems incongruous on the face of it. You can't really affect someone else's life that much. But given the final ending, and the sort-of cutscenes (with some self-flagellation) after you achieve a certain number of different endings(Spoiler - click to show) (mostly dream-logic stuff or at least you worrying what could happen) it does make a bit more sense.
I saw the paths through as perhaps regretting what didn't happen or worrying what you'd turn into, and (Spoiler - click to show)the 15th ending only appears once you got through all 14 paths, a more universal message about people being different, etc. yet being able to work towards their goals as a consequence. You saw everything and were able to bring together people with different levels of dedication to their work or confidence they'd make a difference. The dream sequences seem to indicate there may be some woolgathering on the protagonist's part. There's always something wrong. Perhaps you feel lazy and layabout, or perhaps ditching Yobel for the startup made you a different kind of ruthless.
So this is definitely an interesting experiment. For having the endings branch out a bit too much, it's pretty tidy. However, I found that by the tenth or so playthrough, I was focused more on clicking through quickly (note: to save time and energy, choose the bottom options and work up, so the unfolding text doesn't push the options down.) And I also stumbled over something that confused me that, whether deliberate or not, provided an additional interesting wrinkle. I do think the number of endings was about right. An explanation of endings is below the spoiler--you may not wish to fight with things.
(Spoiler - click to show)Sometimes an action that seems like it should increase a stat doesn't. That's because the game gives a score of 0-3 for each stat, and 0 is low, 1-2 are mid, and 3 is high. So jumping from 1 to 2 gives nothing. But what the game really tracks is if you have any of each of the three stats (8 possibilities, discounting having zero in all three,) and then there is a yes or no question at the end.
Goat Game feels very well done, then, on balance. The final ending, while not super-profound, brought everything together well, so I'm glad I spent the couple extra minutes writing out what choices to make, when, to see everything. The small abstract exercise didn't dent my emotional enjoyment, and it shouldn't dent yours.