Some paths of dialogs not intuitive at all, so you might be forced to try every single one until you choose the right one. In one place, after you collect the data about the client, it doesn't let you live the window and then switches to the map. After all I enjoyed the game and wishlisted, to maybe play it one day.
Too short demo. Too little time to read before you choose your answer. All the rest seems nice. Also: I wonder if it was thoughtful that the position of the bullet in the cupboard *suggests, it came from the left*, or mistake of the authors of picture.
I would like this game, I really love the puzzles in it (not too easy, not too hard), but I have no agility and it was sometimes really long time before I could jump properly in some places. Others shouldn't have such problems, it's just me (and my disfunctions, really). ;-) Also: I think there is some kind of bug(?), because there is a difference if you jump right or left - I think it was about when I was pressing "up" with "space" and "right"/"left", in the first case the character would jump, in the second he wouldn't.
It may be an interesting story, and the story in this type of games I value the most. There are things to correct, though. These mono- and dialogues which one cannot skip are very annoying. Another thing is, why couldn't I take the smelly French thing when owner of it was gone? The icon for grabbing it appeared only when the guy came back. Nonsense. I don't argue it's not that easy to find items to interact with, because I see it as a concept. Also, one can use the hint option (I don't like it, but finally ended up using it "in case I didn't notice something"). And there was one misleading information, told by main character to himself, like if the lever was on the board (and one who played whole the demo knows, it was not).