1. About the movement and character controller
It's not ideal but the character controller is a basic one I coded to be good enough to just get the job done. I would love to optimize it but the game is not focused on movement so it's not a priority while fleshing out the core systems.
2. About the Case Notebook navigation
The navigation has a long way to go still and it has a lot of features that I'm still designing. The notebook is planned to be a lot more interconnected and easy to use when looking for specific things but that will be added one improvement at a time.
3. The hints
The clues and leads you have regarding all the people logged in the notebook are cryptic mostly because you don't encounter them organically yourself, which means each one makes no impression at all. This is only really a problem in this version, since in the actual game about 90% of all case pieces (including people) will be things that you have encountered and found yourself physically, so you will know them better and know what they look like.
4. The input slot solutions
The "puzzles" to solve each pair of slots are a mixed bag because I had to balance having some freebie easy ones to start off and then having some more complex ones to make players stop and think longer. It might be that I tried to compress several hours of difficulty progression into one single puzzle set. The left column of the scene section is not supposed to be challenging, which can seem like a chore, but it's there to indicate that each of the items needs to be found to progress and gives some idea of how the game works on a larger scale. There were supposed to be multiple options for some of them like with the barrels but at this stage the demo will have to go without them.