The implementation left a lot to be desired--there were some interesting & well-done bits, but the actual mechanics were too clunky to proceed without extensive hints.
It was very hard to navigate in this short game.
The writing wasn't great: it wasn't bad, and Brown avoids the worse sin of over-flowing purple prose, but combined with the technical problems I'd avoid this game.
I do hope that he fixes some of the implementation issues and releases an updated version. It isn't a bad game, but it could use a little refinement.
My most frustrating two puzzles below
(Spoiler - click to show)
OK, so you have to open a secret door behind a painting--but you have to slash the painting to get in there, I don't think there was any clue at all to the location of the door.
Now, to get a razor to slash the painting, you have to do something specific to the bath taps--the bath taps which don't really trigger any results on things like "Look at bath" "X bath", which mostly gives you stock error messages, suggesting to me that the bath wasn't implemented even as scenery.
The second issue is an insta-death scenario resulting from not ripping a cupboard off a wall. Ripping the cupboard off doesn't get you something behind the wall--it gets you a piece of the cupboard--which is odd. Who would think to go looking for that? There is no in-game clue that suggested to me that it was important to tear a cupboard off the wall.
</spoiler
In general, I think the implementation needs to be tightened, and some of the actual plot elements need a little more QA.