I didn't play any of the Spring Thing games until after Spring Thing finished, to get a little more neutrality. This one was one of the winners, so I was interested in playing it.
I had a bit of trepidation going in because I've historically struggled with complex timed murder games in IF; I'm think of Varicella and Make it Good, mostly.
I was pleased that this game had helpful guidance early on and I was able to have some success on my own. The game nudges you on things and places you can go to and do next.
At one point I messed up the online interpreter by undoing many times in a row while messing with the tab (a problem with parchment, not the game itself), so I restarted, and that gave me the confidence to just use the walkthrough and see the rest of the game. I'm glad I did; this game seems like one designed for careful exploration and note-taking, things I'm not too good at.
I do like mystery games and this is the kind that is mostly solved by doing puzzles using information in books and through things found in exploration. It does require looking under things (something I typically don't enjoy in large games with tons of furniture) but it is hinted when you need to do so.
The writing is often workmanlike, which isn't to say that it's bad (the flashback memories of Aelred are wonderful), but that due to the large nature of the game and the ascetic setting, writing is often utilitarian and sparse.
The time aspect isn't as big of a threat as it seems, if anyone else is worried as I was. Essentially it divides the game into segments of 'everyone is available to talk to' and 'everyone is away and you can search around'.
Overall, it's clear why it won.