I originally wanted to play the game to see what everyone got so riled up about, and here is my opinion, as unbiased as I can be with knowledge of the whole scandal that's going on with the developer.
This isn't really a game so much as it's a novel. "40k words of interactive fiction" is one way the dev describes it in her "About" section, including the phrase that "playthroughs are short enough to be done in one day, but long enough for the game to have gotten it's [sic] point across." You'd assume that someone doing a text-heavy (or text-entirely) game would know English, but it's clear the dev either doesn't, or failed to edit this well or at all, as evidenced by punctuation mistakes and incorrect spelling within the game itself.
For instance: "When you go top bed that night..."
And describing this game as something you can play through in one day is fortunately accurate. I finished my first playthrough in about 25 minutes. I went through a second time to see where other paths would lead me, and that time I skimmed the text (the writing style isn't very interesting) and I bumped my total playtime up to about 45 minutes. That's probably all of the time I'm going to play this game.
Going off of my little experience with this game, another major criticism I have with this game is that for 40k words, nothing really changes from playthrough to playthrough. Essentially, your character plays through the same 20 (just a guess) days with slight variations depending on previous choices. I got a cat. Five days later, I played with the cat and maybe got a little less depressed. The cat was mentioned in later days but was not offered as an option, just more scenery. Exit cat.
I think the dev should have either cut down on the prose, which was less enlightening and more grating, or offered more options that affected the game/made it longer. Instead, I chose whether or not to go to work fifteen times and then got a good ending. This isn't a game about a person with depression, this is a game about a person with depression who is also mind-numbingly boring.
A problem that also plagues any game with any sort of choice is the ambiguity of the choices the player is offered. I was having lunch with a character (Amanda? My brother? My mother?) and they asked me if I was feeling down. Among the choices listed was the option to "Notice hands are shaking."
What does that even mean? My curiousity got the better of me, and I picked it. This lead me to have a breakdown, cry in their car, and later have them send me the contact information for a therapist. Okie-dokie. This reminds me of when I played LA Noire, tried to doubt a character, and ended up screaming at them for being the murderer, with the exception of LA Noire being a good game.
Going off a previous complaint I listed above, for a game that is essentially writing, the prose just isn't interesting. It's bearable and usually not entirely riddled with errors, but nothing about it really got me into the game. It seems more like something that should be on DeviantArt. Long sentences, peppered with commas, all about how tired I am, and how crushingly hard my life is, and how my girlfriend, Alex, is really sweet and all, but I just can't open up to her, because I'm afraid she'll find me boring, or she'll realize I'm a terrible person, and yadda yadda yadda. It's middling at best, tiresome at worst.
Another thing I dislike about the game is that it does very little to make the characters (the player character and others) real, identifiable people. At a point in the game I was given the option to call someone because I needed someone to talk to or something. It listed three people, my brother, my mother, and one other, but all three had only their names and their "traits" listed directly after them, something which irks me to no end. Rather than flesh out the characters, the dev just pasted adjectives behind them to save the work of actually being good at character development.
After all that criticism, I do have to say that the game is (maybe?) realistic. I've never been depressed or been involved with someone who was, but going off my poor knowledge of depression, it seems semi-accurate. That being said, it also seems less like the dev herself has ever actually been depressed or been with someone who was depressed and more like she once Googled "depression symptoms" and decided to make a game out of them. This game does not feel like a labor of love. This game feels like a means to an end.
Not great, play Skyrim instead. And I don't even like burgers.