Thank you very much for your long comment, you did mention a number of very critical issues. While I can indeed say that adequate time is crucial, this game is really only a half-finished product.
Like you said, the part about the Detective, he is just a judging robot at the moment, and you can only go to the next level once you have collected a certain number of clues in the room. So no matter how you try to talk to him, you'll probably only get a "pass" or a "die". He was designed to help you at the beginning, but that didn't happen, and his introductory speech may have been misleading, for which I apologize.
Regarding the hints, my friend, I have found this to be something that I really overlooked at the beginning of the design process, I was looking at things so much from my perspective as a designer that I forgot that the player might not know where to start when they enter the game. Now, I am completing an instructional level that the player will have the option to enter or not, where I will show the player how to explore the game through NPCs. That way, even if I don't mark the clues, maybe people will know where they will be hidden.
Of course, at the very beginning, this is only a linear narrative, so the presence of judgements might not be a good idea. But I will refine them, when you get different clues combinations, that will point to different answers rather than dying, so maybe this is an idea you will like.
Anyway, thanks again for the reply.