This game captures the experience of continually getting distracted: there are countless detours that one might take en route to completing a necessary task.
Flash in the Pan uses its medium well: hovering over nouns gives a tangential thought, and this mechanism is used for a tiny easter egg at the end.
It reads a bit as a "normal workday simulator", though some of the choices at which one could detour - stopping to help at a road traffic accident, for example - are not exactly routine. This game is very clear, though, about how it impacts the PC's everyday life, which is perhaps the most important point.
Games in this vein are not exactly uncommon, and while there's a spark of mischievousness in some of the side remarks, little translates to the rest of the writing. This game also lacked a sense of urgency - I got a feeling overall that even if the PC was late, it wasn't really going to matter, so why should I conscientiously avoid distraction? The opportunity cost of distractions, here, was low enough that choosing tempting distraction over boring duty was a trivial one.
A more colourful take on procrastination and the lengths to which one can go to avoid responsibilities is the now-classic Violet.