Bound, gagged, and uncomfortable — exactly how I felt playing this game. But unlike good bondage, this experience fails to establish any trust, playfulness, or safety. I had no idea what to do, how to do it, or when it would finally be over — and oh, did I want it to end.
The only saving grace was the worldbuilding and dialogue, which showed glimmers of potential. It needs a lot more polish, clearer direction, and far more player handholding to make the experience feel intentional instead of punishing.