Nice work with this game! I enjoyed the noir aesthetic, and the inventory was well designed. I wasn't quite sure I was on board with what the truth about the wine revealed.... but MAN did that twist ending change my mind xD xD Consider me intrigued.
I will say, I do agree with Kaa Snake that some clicking points are unclear, especially with moving from one location to the other, or with which places can and can't be used with the inventory. In the future it might be nice to have a bit more of a fine tuned click area or some sort of clearer indicator for that. Aside from that, I really enjoyed the mechanics, especially the ability to use stuff from the inventory both on the scenes and with other inventory objects!
Storywise, a lot of good stuff too! Really good detective dialog and building the mystery suspense! However, something that bumped me a bit was the thing about the very red wine.
Spoilers ahead for anyone who hasn't played.
So right now, there's three types of "red". Tomato, Wine, and blood. While I get what you guys are going for with that (plus the Jam theme :P ) right now, it doesn't seem like these three red "clues" are fitting together properly. Having these three variables jammed in kinda took my brain on a journey like "ok it's a tomato incident! Oh wait it's wine. Tomato wine? No tomato password. WAIT BLOOD? but a tomato incident?!" you know... the kind of train of thought that leaves the player wondering whether or not they understood everything right, as opposed to following the story clearly.
If you were to do more with this game, I'd suggest narrowing these three red factors down to two. Perhaps keep it at wine and blood. Like just that the wine is the "extra red chardonay" but in truth it BLOOD. Or... maybe it could be tomato and blood. What if at the resteraunt's basement... they serve spaghetti with EXTRA RED TOMATO SAUCE! I feel like one of these two will make that part of the story a lot easier to follow, and punch a lil harder.
Hope that helps you! Keep up the good work!
-Sasha