Thanks for this experiment and I'm glad it was such a success! I loved it every step of the way!
For feedback: I wonder if there's some way to incentivise players into the forest beyond their own machinations? Obviously the adventure's a powder keg ready to pop and there's a thousand unthought of ways they could end up in there, but it might be neglected by many players when it feels like such an important place to the mystery, as well as being full of fresh opportunities for them to sink their teeth into it. Maybe some more direct objective to lead them in there so they have a thread to pull on if they're feel a bit directionless? Something something a bear has been coming down from the forest trying to scratch into the meadery's hives & it could mean work for any idle hands willing to help stand a few knocked fences back up (and a surprisingly freshly painted "visitors: keep out of the forest!" sign) at the forest edge or even hunt down the bear itself: good thing there are plenty of idle hands about town. Some sort of hook to pull them in there maybe?
The only other thing that might be worth adding is a two-column table of evocative prompts for the labyrinth move, to give players something to go off when coming up with a room? Maybe single words or phrases that can provide the foundations for an idea.
That's all to say fantastic job, I gasped when I read the daily entry about the other visitors in town and everything clicked together for me. Thanks Chris, I'm glad I got in on day one, it's been a great way to read an adventure and a great adventure at that!