The construction of this short game is minimalistic in nature. Taking full advantage of the little dialogue it supplies.
The first chapter tells the story of an awkward family in very few words, not through illustration or narration. Instead, it's told with realism through pauses, hesitation, and hinted at meanings.
The second chapter then fills in the background of the story, making obvious the past of the family. The dialogue hasn't changed but our choices have. In a clever twist of Point 'n Click mechanics, instead of your choice being what the character onscreen says, it instead reveal what they WANT to say. This allows for dive into the psyche and relationships of the characters in the story.
Now, the story itself is very concise. Extremely so. And it's the story that anyone who's grown up in the same awkward situation knows beat by beat.
What makes this game unique is the novel approach they use to tackle this story and how little is used to convey so much.
It's not a flashy, epic adventure. What it is, is an experiment more in line with Interactive Fiction like Aisle than a Point 'n Click. It is, however, in my opinion, a wonderful game that pushes it's medium in ways that need to be done more often. Even, if it's only in small doses.