Bold statement considering your game (which is one of the games I tried during the jam) doesn't actually prove my points wrong.
(Following the failed attempt on stealing the crystal..) The character wakes up in her room and the only guide you get is your "friend" telling you to come out. After you find your way out of the room you're free to go anywhere and explore a world unknown to you, the player. Talking to the guy was 100% optional until you need to carry on with the story. At least I suppose, nothing out of the ordinary happened anywhere else when I skipped him. Well... getting the honey from the old lady was unordinary and unexpected... Not to say the player might not pick up all the items at first if they're not thorough. The blood lake area has an "Ahah!" moment, where it might seem obvious but you wouldn't know that - unless you have the bottle first. The player is only limited by how much they explored and picked up, the world itself is completely open.
While I'm at it, quick bug report: The second time I entered the library while wandering about without following the story, I was locked inside for good. I couldn't get out.
I'm not saying the host's definition is wrong, I'm saying it's vaguely explaining what an adventure game is. "Story-driven" and challenges preventing you from continuing the story can apply to any other genre of videogames too. I don't need people to agree with me. I'm saying these things so they open their minds.