Thank you! I definitely took a lot of inspiration from the talk. It made me realize that up until now, I've been too scared to make games where "you could do X the whole time".
To answer your question: I considered adding secrets/alternate endings since it is so well suited to the concept, but every secret I add is another opportunity for a player to discover things early, or get lost. I opted to include only the one main path and its secrets in order to make sure that experience is as effective as possible.