Interesting...
The art worked for the most part, but the childish drawings of his family strongly undercut what was meant to be an emotional moment.
The parts where the censor faded into his next destination worked, but the parts where he slides were awkward without a walking animation.
Was there any reason you changed the control scheme so often in the game? The drag-and-drop section particularly seemed out of place in terms of suspension of disbelief. You might want to look at agj's
Heart for inspiration.
It's difficult to give weight to a climactic moment without knowing the censor's life beforehand. The prose lacked detail and specifics, so I found it hard to see him as a person and not just a displaced character from
1984.
I hope this doesn't come off as discouraging. It's really cool that you're doing a series of short games exploring a new world. Best of luck!