This quest game has refreshingly original storybuilding. It includes a big pamphlet you can read which does a good job of displaying a 'descent into madness', although I think it could have done better if it left a bit more mystery in the last few pages.
The game has a layout (story-wise) similar to Karella's earlier Night House. You are alone in a building, and something is outside, and you have to figure out what it wants.
I was unable to complete this during Ectocomp. Afterwards, some people commented on intfiction with the solution.
Overall, this was a positive experience once I knew what to do.