This was a very enjoyably and unconventionally crafted "eldritch horror" game, the humour/attitude was quite exquisite. I'd love to see much longer games set in this (or similarly imagined) settings, as the game has a certain charm I haven't quite seen the like of anywhere else before.
Although I covered endings 2 to 5 in a few playthroughs, countless dozens of variations were not enough to get me to ending 1, and this was turning out to be quite frustrating to put it politely. In the absence of any walkthrough I could find, I ended up turning to a decision tree mock-up software and had to literally brute-force every possible choice of every possible decision to finally get to ending 1 - that was most decidedly NOT fun. And this is coming from someone who started playing choice-based games on the ZX Spectrum and never stopped since. Certainly, in hindsight, that particular route does make sense - but I feel that if your story truly requires an ending to be achievable through only one specific combination of choices out of hundreds if not thousands*, perhaps some sort of built-in hint** about what you're still failing to get to on playthrough #45611423 might be, perhaps, a reasonable idea...
* needless to say, I did have this problem before, otherwise I wouldn't even have known what software to turn to; nonetheless I don't find "but others are doing exactly this too" much of a comfort.
** sure, I did play games that absolutely required meticulously taped-together sheets of hand-drawn maps drafted as you went; it may have been reasonably fun back then but there is literally nothing I would be willing to do that sort of thing again for. We have rockets that can power-land on their tails now; this sort of effort to achieve completion is no longer acceptable in my book.