If there is one constant quality throughout Pacian's games, it is the strengths of the prose: always clear, always doing a lot with few words. This is an excellent match with this world building, which is also geared towards creating a mysterious but coherent image by giving us just a detail here and a phrase there. Pacian will never explain anything that doesn't need to be explained. His prose is lean and mean -- or at least lean and a little sad (I don't consider him to be an especially mean writer). This is as true about Love, Hate and the Mysterious Ocean Tower as it was about his previous games.
Unlike some of his other games, Love, Hate and the Mysterious Ocean Tower is all about choice. Structurally, it divides into two parts. First, as we move to the final scene, we make several choices that will decide what possibilities are open to us at the end. Then, in the final scene, we can choose between them (supposing that we are smart enough to realise all the possibilities). This last scene is a great set piece of love, hate, (Spoiler - click to show)betrayal and fighting, which, even if it doesn't manage to pack an emotional punch, at least interests and surprises us.
I can even imagine Love, Hate and the Mysterious Ocean Tower as the final sequence of a larger game, in which case it could be quite powerful emotionally.
Also, a moment of self-knowledge: I would never have made Nicholas the protagonist, would I?