I do get the feeling that it was written as the game progressed, which is fine for an indie game.
But this also means some jarring moments, especially in a game developed over a long time-frame:
There was so much charming dialog with Patti, the daughter at the beginning, getting to know and learn of her relationship with her father, and then we never get to interact with or see her again. (well except to show her stuff)
There was a lot of exposition of Judy and our relationship and a mystery about why we just ran away. This is never addressed again and Judy just vanishes at the end.
I'm guessing there were plotlines imagined with them that never got fully developed and then they just fell through the floor in the rush to get the damn thing finished? But you didn't have the heart to go cut out all the initial relationship exposition and the effort that went into it?
The puzzles: Some were great, some were intuitive, some were...ummm filler?
I felt that most of the puzzles kept the fun level of the game up there, and you did limit the areas of searching for answers to puzzles to the bare minimum, which helped.
But, in an investigative game, I feel that the puzzles should be based on that element and not weird stuff like making a fake mustache that the character could just go to a shop and buy. I even have money in my inventory to do so with.
If you're gonna go with the evaporated coffee solution at least let there be two alternatives. The second being using the character's kitchen without the excuse of "That would stink up the whole apartment.".
On the flip-side of the coin, I felt that the puzzles in the museum in Iran were just right, as the character is out of his element and has to make do with what he has on him. Very fun!
The translation puzzles were exactly what I wanted them to be! Perfect! Gabriel Knight vibes plus the unexpected multiple symbols and additional hints in the museum brochure. I thought the final translation puzzle to be a masterpiece!
The ending: I would have preferred (and kept looking for) a way out of our character's eventual fate. During the final cutscene I was on the alert for an inventory option to pop up to allow me to do something other than just watch. I was thinking I would pour the alien blood sample into the goblet just before being forced to drink it and that would make me more powerful than the master, or something like that.
But no, it just ended. Which is fine. It was an amazing game and I hope it leads you guys onto greater things that you actually get paid for and thus have the (extra headaches and) luxury to develop to the max.
Thanks for the great time!