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really like the concept of the game, but (at least early on) there are a lot of choices that just force you to make the other when chosen.

Choose not to drive then get forced to drive, don’t stare at cop’s breasts then stare at them anyways, try and tell doctors about treatment but then just chickens out, try to just go to sleep and
his HALLUCINATION forces him to jack off to his imagination.

I can understand the first two because you need the story to happen, but the other two just feel ridiculous. There might even be more in the future I don’t know about yet. 

Other than the choices not doing what I want I really enjoy this story so far, the writing is good, and I’m excited to see where this goes in the future!

Thank you for raising this--I can understand how that can be frustrating. If the player is allowed to do everything that makes sense to do in each situation, the number of paths can quickly spiral out of control. The challenge is keeping the game simple enough to keep writing while also keeping it believable.

You're right about the first two instances: Julian must commit the crime, or the story never gets off the ground. For the doctor one, the intent is that you can try to tell the doctor about your Sentence, but he keeps getting pulled away. You then pass up telling the nurse but refrain for the reasons described in the scene. I tried for the most believable sequence I could think of, without allowing the reveal before the second appointment, which would otherwise be much harder to write. I'd love to hear other ideas you have for this.

Regarding the last instance, I'd want to know where you mean. There are a couple instances where I need to the player to realize something (e.g., being impotent) before a certain date, but in most cases you can resist masturbating by having a snack instead.

Any ideas you have on how to allow more player choice while keeping the plot on the rails is most welcome!