I've been interested in your activity since "400 Years". Your reflective games are interesting and original, their tasks are not obvious and overall they offer to the player a remarkable experience.
For the general aspects I must say that I like pixels and Kevin MacLeod's music: they're both a good choice for a game nowadays. More specifically I enjoyed the intense mood of "A small talk", the atmosphere of the situation and the attitudes of the AI involved me at the point that I almost got confused about reality. At first I found hard to figure out how to deal with the objective of the game, since you're clearly supposed to escape but doing it by typing speech to an AI instead of actions to execute is quite inhibiting.
What follows may be spoilering. I finished the game in both ways, but the biggest obstacle that I met was that the AI didn't want to tell me about the "ESC POD"; after trying several times I noticed that it only did when I had already asked for food: if I mentioned the "ESC POD" before mentioning food, the AI would never admit that there was a pod. Instead, if I first asked for food and then mentioned the pod the AI immediately told me about the real situation. I don't know if this is a problem of the game, but until now even if I tried I wasn't able to solve it by asking about the pod first, then for food, and then for the pod again. I hope this was useful.
Maybe this game would need more story and dialogue development, but I found it very entertaining for a short but intense play. It makes me expect very good comings.