This was a frustrating experience. The game wants you to make choices, and those choices have pretty big effects on the game. The dialog system isn't designed with this in mind, though. The keyword list you get says almost nothing about what will actually come out of your character's mouth when you click it. Towards the end of the game, there are a huge amount of screens that are almost completely useless. Huge dramatic moments are put in these screens without any regard for staging. The climax occurred with two characters offscreen, and the other two standing way off in the distance, with about 20 pixels each. The ways they cram every recognizable element from the film into the game, without the game teeechnically being the same story, becomes silly. Lots of running around trying to find the next trigger to get the story to advance. That's mostly par for the course for these types of games. Another "feature", however, is that characters that you need to talk to will only randomly appear in certain places. So you might think that you've looked everywhere for the next trigger, because you literally have - it's just that you weren't lucky enough to have the game allow you to find what you were looking for. That's ridiculously bad. I would not recommend playing this game, but watching a Let's Play of someone who knows what they're doing. They will know what not to miss (and there's a lot to miss in the game), and know what those mysterious dialog options actually mean.
It's obvious this game was made with a lot of love and care, but it is also pretty flawed. The game is light on puzzles overall, and those that are there are often obvious or uninteresting. The world of the game and the scope of its plot are huge - way too much so to fit in this game. The exposition at one point becomes laughably excessive and convoluted. There are about a dozen MacGuffins more than the plot really needs, and the sheer convenience needed for the main character to be able to round them all up is staggering. There are many areas that show promise but ultimately fail to deliver. Take the theme of two worlds, one magic and one technological. In a point-and-click adventure, you'd assume that a big part would be using items acquired in one realm in the other - there are only a couple such moments that I can remember, one being clever (the magnet) and one completely nonsensical (the calculator). The characters are pretty good. April feels earnest, and she often offers lampshading on the absurdity of her situation and the sequence of events, which doesn't excuse the poorly constructed plot but at least makes it more bearable. I can totally see why people would love this game, but I feel the world and its characters would be better used as the setting for an RPG or something. Either that, or you keep the world in the background and make a more focused game. Here, they had made this well fleshed out world, and they really wanted to make use of it, writing a very grand story which couldn't really be fit into just one adventure game. I should mention that I played the game with the Swedish translation (which I think isn't available here). That was probably a mistake, since the game, despite being Norwegian, seems to be written for English.