I played your game until the time where I could opt to save the vampires, but there was nothing to do in their house, so I think it is where the current version ends?
Very bold of you doing a story driven game with english not being you main language. English is also not my main language, I only noticed one mistake on the text.
Pros:
- I liked the overall aesthetic of the game (the rain effect was well done);
- The setting of the game is pretty unique, playing as a reaper;
- While the music was a bit on a sad mood for me, I think it fits the game.
Cons:
- The story didn't get me hooked, but at the same time I don't think I'm in the audience you are aiming for so it's OK. BUT! I'm also interested in storytelling and if I can give any advice, (not that I'm any expert, but that is the one advice I have) to me the most important thing to do when telling a story is to keep some mistery. Tell just half the story, and keep your audience guessing what happens next. You did that well in a lot of specific segments of the story, like giving hints of where the scythe was, but not explaining exactly what happened, but on the other hand you give too much about the characters: you know exactly what happened to the main character right from the start; when you meet the first character, you discover that he is a vampire right from the first dialog. Anyway, just sharing from what lens I look at things, maybe you can use it...
- There are a bit too many options of how to interact with things (look, touch, talk, etc.). Adventure/Point and Click games are known for having a lot of trial and error, and having all these options may work against you in that regard (there is no right way of doing stuff though);
- There was a rule in the jam to have some form of RPG-esque progression system and your game didn't have that (unless I interpreted it wrong). I don't think your game needed that, so whatever.