For me, I tend to choose interactive fiction that has features of escapism, and feel like I'm taking a break from reality when I play the game. That's one reason games like Violet threw me off at first, since, despite their quality, they reminded me of my real-life PhD pressures.
This game is quite the opposite of escapist. It poses (from my perspective) a single question: if you knew you were going to die, what would you do to be remembered?
Bez talks in honest and self-reflective detail about his experiences with pseudo-dementia, which led to concern that they would soon perish. Now, though, e's in a better place, so now we can look back and see how things were going, and how the game A Single Oroubouros Scale was developed.
Like a few of Bez's other pieces, this is structured not as a game but as a narrative essay, which different chapters broken up by hyperlinks. For me, the hyperlinks brought a definite sense of interactivity to the piece, because it was like finding clues in a mystery game, except instead of solving a crime you're trying to understand a human being.
I thought I had finished the whole project, and felt it was missing just a bit more that could help communicate the author's intent, but when I came to review the game, I found a poem (by the poet that his recent game Hidden Gems, Hidden Secrets centered on) which beautifully complemented the overall experience.