The game I played was Horse Master by Tom McHenry. It seemed like the sort of humor I would be into and I was correct. Darkly funny capitalist apocalypse with creatures that could barely be called horses. I loved my horse dearly. I had to resize the window at one point because some of the options weren't viewable but it is a long game so I can't repeat to tell if it had any real impact. Alas, I lost in the final round.
The world of the game at a quick glance may make it seem like it is meant to make you uncomfortable and not connect as much as possible, but like all things they reflect our own reality. The seemingly endless droning of propaganda, the desire (and sometimes need) to prove your worth despite meager means, getting so far but then tripping up at the very end, horses are kind of freaky.
It is hard to decide how to adapt this work without having to lose a lot of what makes it special in the process (though in a way that can be true for any adaptation). The choices you make, as futile as they may seem (there is a an ending "better" than the one I got, and there are worse ones as well), are important in both their desperation and monotony, and the lack of clear visuals adds much to the atmosphere of the game (less is more?) I feel like the best way to approach this would be adapting it to a low-poly 3d game. Like Monster Rancher but if you corrupted the files to hell and back. But also that feels almost like a cop-out, changing from one form of game to another. But also in a more visual medium (even one of low fidelity) that does change much. You can actually see the horse and so you have to rely on the visuals for the feeling of uncanny as opposed to the words. Maybe do a total swap? As few words as possible to get what you need to do across, but everything else expressed through visual (or audio) means. It won't win any points of accessibility but it would certainly be an experience at the very least.