This is a very large Twine game. I think of all structures Sam Kabo Ashwell mentioned in his 'Standard patterns in choice-based games', it most resembles the sorting hat, as there are ten or so different paths that, once you pick, is generally linear to an ending.
You play as a person whose identity is stolen, leaving you as a gaping hole in an alternate world.
That world is one where anything can happen. A shop that has a closet can take you to another world, and so can biting a sucker.
Each path allows you the choice to become a 'man', like the Drake Man or the Darin' Man, giving you an awesome and alternate life.
I found the prose to be overall well done, and there were interesting ideas. But after 3 or so paths, I began to feel like there were, if it's even possible, too many good ideas!
Brandon Sanderson has said before that good magic systems are more interesting the more restrictions they have. This isn't a high fantasy novel about complex magic, but I think something similar applies here: if anything is possible, it's almost the same as if nothing is possible. After a while, it all kind of blended together.
I opened up the game in Twinery to see how much I missed, and realized that after an hour or so I had only seen about 20-30% of the game. I used the code to read the 'ultimate' ending, which I thought was roughly as fulfilling as the other endings, but had some cool descriptions of things.
Taste is subjective, but for me personally, I think I would have enjoyed it more if there were more structure in terms of themes or some other kind of rhythm to the game. Outside of that, the game is coded in a smooth and complex fashion and the writing is vivid and descriptive.