Sometimes Twine games just click for me, and sometimes they don't.
Two ways they can fail is to either encourage/require you to just click everything, or to have trivial choices that clearly don't effect the story.
This gave really gave me the feeling of strategy. Even if it was an illusion, I felt like I could play a specific kind of character and have it matter.
The game contains some highly unusual events, part of which gets explained near the end of the game. I don't think everyone will love this game, but I know many others who also like it. For me, this is the kind of Twine writing that very few people get right: Hennessay, Dalmady, Corfman, Lutz and Porpentine, a few others. Welch can write with the best!