I've got to give kudos to the "pain" system for being strategically significant as well as adding an unexpected layer of realism to an RPG. Imagine, people becoming weaker when they're injured! I thought they remained completely healthy until their HP ran out, at which point they instantly died! :O
I don't really understand why, given that the original game was about precision, most of the level pack levels involve throwing several dozen 5-point balls in rapid succession and crossing your fingers.
Look, I'm not going to knock the game itself. It's a pretty good game. But if the dialog is representative of your writing skills you might want to back down from the whole novel thing.
How can you be X% "infected?" Either you're infected or you're not. Yeah, I caught 60% of a cold last week, that was a close call. Don't worry, baby, I'm only 20% infected with genital herpes.
Having finished the game, I have to say I love the feel of it; the mechanics let you really step into the detective's shoes. Still has some of the common point-and-click flaws, though. A couple of counter-intuitive solutions and hard-to-find places. And as has been mentioned in several other comments, the ending was very little "Aha!" and a whole lot of "Huh?" which isn't how you should feel after you wrap up a murder mystery.
I hate when these games don't allow obvious solutions to problems. You'd think $300 would be more than enough to keep that hobo warm. Still a good game overall though.
I like it. Took me a bit to get into it, but I was really surprised by how fun it gets once you pick up some of the cooler artifacts (thief + pendant of evasion ftw). I would love to see a sequel down the road with even more depth and maybe a save feature, but I don't think you need to change this game a bit.
The "Nouveau Rich" medal seems to be broken. Looking at equipment that boosts the power of skills, there are some skills whose names evidently changed somewhere over the course of development; as well, some equipment boosts skills that don't actually exist.
It would be helpful for certain quests if you added some kind of visual cue that the player has already picked a particular quest object up. For example, you could have that object NOT BE THERE ANYMORE.