Yes! I had that exact thought when I saw the pickaxe on the wall. I got really excited...and then I realized it was the broken one Smith alluded to earlier :)
One of my favorite things to do is click on every little thing in a game to read the descriptions, and it's what I was expecting to do here. I understand the triple constraint, so I'm glad you focused on the overall experience within the time and budget you had. I liked that you made it super obvious what to click (except for a couple of things, which was a smart move) so that we didn't click on a bunch of stuff only to get no feedback. That's always frustrating.
Do you think you will make more games like this? Not necessarily a sequel, but non-violent RPGs with unique combat situations. There really aren't that many out there that I know of.