In dialog, characters don't have to respond literally.
Bob: "Do we need cauliflower?"
Alice: "We're busy tonight, aren't we?" (Alice is assuming that Bob is thinking of going to the supermarket tonight.)
Player direction lines generally need to be straightforward. But I like to leave logical jumps between lines intended as drama.
Likewise, people often fail to process what the other person said immediately, or respond only to the surface level, and then catch up a few lines later.
Bob: "Red or white?"
Alice: "I'll just have soda water."
Bob: "Red would go with the steak."
Alice: "I'll go get the plates."
Bob: "Wait. Really?"
... which might be an overhead conversation between minor characters or NPCs, which the player may get the hidden meaning of, or not. If it's important for the audience or player to get the meaning, then wait a few lines for the people who got it to feel smart, then:
Bob: "Oh my God!"
Alice: "I peed on the stick this morning while you were asleep."
Likewise, people often respond to what they think they heard, or were scared of hearing, or wanted to hear, rather than what was actually said.
Dramatic dialog with these "flaws" feels human. It does demand a bit more attention. But that's a feature, not a bug. If you can get the audience or player to work a bit to process what they're hearing, they pull themselves emotionally into the scene.