From a narrative design perspective I tried to craft an experience that contrasts normal everyday choices – responding to dialogue, deciding where to go, who to speak to, with the way more emotive and prose-saturated episodes when our character is dragged into an involuntary memory fit.
I also had episodes where I translated the interactivity of actions such as doing pull-ups, tracing something with your finger or exploring street murals, into the mechanics and vocabulary of the interactive fiction format. I tried this as I wanted to create a richer experience that does not limit its interactivity to dialogue choice or navigation.
Overall, It was a great learning experience, which really tested and expanded the limits I previously thought I had, especially in regards to writing and keeping its consistency over a long working session.