I never realized that the fish actually helped you throughout the game with telling you about the game world. I just thought it was an inventory item for trying on things, so that might have helped clear up some of the story. I'm betting I'm not the only one to not figure this out.
Perhaps if it was even more clear at the end what was going on, I might have said...AHA, now I get! But at the end, I was still a bit puzzled. But I was on the right track, I just didn't put it all together.
I think if you had just a tiny bit more information placed throughout the early part of the game, letting people get an earlier idea that this was something going on in your mind the whole time, it would have pulled things together a bit better for me. I was thinking this, but I was never sure of it. Some games benefit from the HOTSPOT indicator, some might be better without it. I think that your rooms are so detailed, that I would have felt better with it. This will vary I'm sure with other people.
When I mentioned that I'm not a fan of forcing the character to do things more than once, I was talking about when you try interacting with something, and the character says, no thanks. Only to find out later, I needed to be persistent, and try again, and again, before she would say, OK, let's do it. For me, this sets a slightly scary precedent for me. It tells me that everything in the game might need this same action. I now start thinking that every time my character doesn't want to do something in the game, I might need to try, and try again. This only happened once, and maybe I missed some important text that she said the first time around, but if not, I think this is fooling the player. Normally when a character tells me no, I don't try again. I mean, who does want to try something over and over again? I know there are games out there, where you click multiple times on something, and as long as the text changes, you should pursue it, but maybe I've fallen into a bad habit of..if it didn't work the first time, I'm done with it.
These things I've mentioned are not bad things, so please don't take this wrong. I really enjoyed the game, but these were some things that I thought might have made my experience even better. I think it's a great thing to talk about games...The good, the bad, the ugly. If we are doing this, it's because the game has so much potential. I think we all need these things to be done and said about our games, not just, thanks for the nice game. Not everyone will feel the way I did, so it's just one opinion. I'm taking the time to write this because this game deserves it, and so does the developer. So thank you again for this cool game.
EDIT: Also, I don't mind getting dropped into a place without much knowledge of where I am or why, I actually love to explore. I don't think you should have to be guided everywhere to save the player time either. I'm not in a cart, that's on a track in a haunted house, and I'm just along for the ride, I'm playing a game where I need to explore. I think this is perfectly fine, in fact, I really like to wonder and think for myself. So bravo for this choice in game design. There is nothing wrong with figuring things out for yourself and wandering around and exploring the environment. This creates tension and uneasiness IMO, and that's what I felt. Again, I just needed a tiny more of a push, to figure it all out. And now that I think about how the game ended, (the very end with the end game button)..LOL...I loved it.