I enjoyed this game. Its intentionally minimalistic, with simple styling, short sentences, and brief paragraphs. I thought for a bit there that might be some consistent poetic meter or a syllable thing like haiku, but I don’t think there was.
You explore an afterlife with melancholic and strange characters. They have desires ranging from finding release from the pain of the loss of their loved ones to a desire for orange fanta (relatable).
The game progresses in different stages, each unlocked by crossing some barrier, like a guard who must be bribed or a river that must be crossed. While barriers are the bread and butter of location-based interactive fiction, I felt like they were good symbolism for stages of the afterlife (like ‘crossing over’); not that I identified any clearly distinct and symbolic stages, just that crossing over repeatedly felt symbolic.
There are multiple endings, some shorter than others. I got one named ‘true ending’ but was able to get into the lighthouse after that, but I couldn’t find any ending after that ending.
Gameplay revolves around picking up items (with a limited inventory) and then using them in different spots. One location has numeric codes.