A Twine puzzle game. The puzzles themselves are mostly inventory puzzles, where the correct item is automatically suggested by a hyperlink in the text if you’ve brought the item with you. IMO, this style of puzzle robs the player of a feeling of solving the puzzle. There’s usually no way to propose an incorrect solution to a puzzle, no opportunity to surprise yourself with a good idea. I would suggest changing the game to use a different UI, allowing the player to click on an inventory item to use it.
The one exception is asking Maple for specific birds which is probably one of the best parts of the game, though the allowable solutions are really explicitly stated in the text; no clever solutions are allowed.
There’s a backstory involving you and your sister, told entirely in flashbacks. Even after the curse is lifted, there’s no in-game opportunity to talk to her or reconcile, which feels like an oversight to me. There’s also essentially no narrative integration between the puzzles and the backstory with your sister. All puzzles are solvable ignoring the “remember” links. That seems like a big oversight.
I prefer a much tighter narrative/puzzle integration. I’d prefer setting this game in your sister’s house, instead of your own, and solving puzzles by getting to know your sister and how she thinks.