Me: Destroys every building on each level
Mission Four: "Try not to destroy Brown Civilian buildings, we need them on our side."
Me: "Oh God, those are civilian buildings? Have I been casually committing war crimes?!"
No lie, I had no idea how much the dutch camera angle was throwing me off until Minefield II, when I stopped and proceed to hit the wrong button, walking myself back into a mine.
Post implosion scene, I found both visitors in the boxes in the storage room, the foreign one just repeats his dialog from after the talking to him about the painting, the woman goes through the conversation when you find her looking at the employee schedule, which causes the game to freeze.
I will agree with every comment I've read and say that you are an incredible storyteller and were able to make us feel connected to these characters. Despite it being a fantastic story, I can't really consider it a good interactive fiction. There is no point to the decisions here, they don't affect anything which is not the main thing as there is only one real path here while the other path is "I will kill all of you to save that girl I didn't even to care to ask about", which really doesn't make sense.
Max Gladstone's game Choice of the Deathless is a great example of the balance of player choice and the grey morality of the choice as there are essentially no right choices, nor are they inherently good or bad (if you or anyone reading haven't checked it out, I would suggest doing so, but not here to promote a game lol).
But in any case, I look forward to anything else you'll be doing, story or interactive fiction, you are talented and touched me with Home.