A really professional-level game on many levels! The art is really, really impressive both in quality and the sheer amount of it; the sets are beautiful and they really evoke the look-and-feel of old King's Quest-style games. The character art is cute and quirky; I especially like the pig king's animations. It's a great premise for a story and well-executed. The puzzles are challenging, well-constructed, and rewarding. And there are some very, very funny turns of phrase.
So it's because this is such a very polished and well-constructed game that I want to give some feedback that's a little more exacting than I've given other entries, because you've nailed so much stuff that I want help elevate it even to the next level. (I'm not rating you more exactingly, obvs.)
The core gameplay of an adventure game is of course the click-on-things-and-use-items part. But there are two things this game has a lot of that dilute that core gameplay: Empty space and text.
Space: There are quite a lot of rooms that contain nothing--in fact probably most of the rooms. While it's incredibly impressive that you drew so many sets, it goes against general adventure game design principles. KQ1 had a lot of empty rooms because it was a brand-new medium and just walking around the map was a novel experience, but no more. It's disappointing to walk into a room and find nothing, especially repeatedly.
Text: This is the bigger issue. There is so, so much more text than there needs to be. There's a lot of describing stuff that we can see for ourselves, and a lot of repetition and explanation that we don't need. Take this line, for example:
"It's just us, and old Helga in the woods," you remember Masha saying.
Not only do we not need this line because we heard Masha's line just a few minutes previously, we also didn't need Masha's line, because we can see for ourselves that it's just the three of them. Unnecessary text like this feels patronizing, as if you don't expect us to be able to remember things or make simple inferences. You could remove about 2/3 of the text from this game without losing any information.
Between those two things, actual gameplay felt like a small portion of the play time. Reducing them would make the game feel tighter and livelier. (Branching the text, even if purely cosmetic, would also help a lot.) Again, saying this because I want to help contribute to a game that's really, really good already, and I hope it'll be taken in that spirit.