The music, which I found slightly annoying, was significantly lowered. It's not solely for the song itself, but there's others sleeping around me. Really, couldn't turn the volume as high as others did with light sleepers.
The gameplay is pretty much trying to find the proper "exit" to a maze. The maze itself seemed like it repeated its first pattern, which made me wonder if it was an infinite loop. Really, the part where we have to have faith in you, the creator of this, is whether or not you actually put an ending in the maze. Having that repeating pattern was great, if that's what you were going for. At the same time, I'm still disappointed that it's still pretty much a copy/paste job to recreate this effect.
The avatar walks slowly, which only aids on to the annoyance of the completion of the maze. Interestingly, once you reach the room with the heart, if you decide to have faith, then you will only feel abandonment. Touching the heart gives your character sweet relief though.
The visuals seemed to also be lacking, which helps aid the purpose of this game. Sometimes there will be a wall jutting out and sometimes you can see a gap in the maze. Especially with simple art like this, there shouldn't be these inconsistencies.
In trying to create a game about "being faithful in something versus striving to find relief on your own," you've made an irritating game. The message got through, but the value of the message isn't appreciable. Having "faith" with you that there's an easier way to win means doing something simplistic. With an interpretation, it says that having faith means people get their way faster.
When people strive for relief, not everyone makes it to the end. Some have to backtrack. The reward is finding an inescapable room with a heart, the one visual in the game that's red. Touching the heart brings us silence and a message.
Because we have the choice of renewal, we can go through the game and now know to choose the simpler way of pressing A and L, unless you want red on your screen. Basically, if you know what the choices are, go for the simpler one. If you want a challenge, it will stop being a challenge and only be more of a chore to solve the second one. There's no penalty in going for both, other than not seeing the other ending without replaying. In this way, it's not so much of a versus when curiosity will get to us and we will "replay" the game, even though one ending takes less than 10 seconds.
Really, telling two different viewpoints of the same story would have helped get this point across, rather than this game. It's not poorly made, since the game seems to be made to irritate, but it's not a fun game. There -are- ways to make fun games with deep meaning. There's even ways to make games fun and seem like they have a deep meaning, even if they don't. This just wasn't one of your more appealing games.
One person suggested adding zombies. I would suggest something to actually have faith in when playing versus actually trying, kind of like having a test on Monday and having faith you'll pass it/will have an absence excuse or trying to study now (it's Thursday today) and letting this knowledge be soaked up. Even if your faith is strong, you won't really know what the outcome of the test will be until you take it. If you've studied and worked hard, you should still have faith in getting the right answers, which isn't always the case for everyone. I don't know, maybe have some middle ground next time.