Silver & Gold has two perspectives running in parallel on either side of the screen: the hunter and the hunted. It's difficult to get into the right headspace for that. Letting text draw you into a place or character takes some work, and doubling up on that can be rough. It's tempting to focus on one side at a time, and that weakens the effect. It took clicking through a few times to start to feel more comfortable with it.
Playing Flower means looking through a window into another world. Something like Play School and its variously-shaped windows, maybe.
Play School uses windows as excursions into everyday life, and as a kid I found this hopelessly dull next to the other crafts, games and stories. The ritual of choosing the window and going through it got my hopes up that it would be something worthwhile, but it was always just people doing ordinary things. Why would I be interested in that? The parts I didn't appreciate at the time were, I imagine, meant to give Aussie kids a view of other kids in situations they could relate to.
I love Twine games. They let me experience perspectives I wouldn't get to play around in otherwise, and there are certain things text is just really good at. Then again, I tend to bookmark a lot of games and actually play very few of them. Some days I'll see a default Sugarcane layout and switch off, flipping through quickly or giving up. Which is ridiculous, because some of the best Twines look like that.