This game has a lot of story going on. A very lot. So much that I had some trouble following what's going on. Jams don't give too much time for development, I understand, but there is so much text, it badly needs some cutting and rewriting to decrease its size without losing the meaning.
Graphics are a mix of usual RPG Maker designs and some simple hand drawn portraits. Understandable. Default RPG Maker font? Well that's unforgivable. It shouldn't be that hard to slap something different - some awesome fonts are completely free for non-commercial use.
Gameplay is a hit and miss - game would gain a lot if it wasn't about simply walking around aimlessly on flat scene with no perspective taking a wild guess which square on a grid means instant game over or not. It reminded me much about very early Japanese adventure games on fifth generation of consoles like "D" and "Doctor Hauzer" in that regard. Default RPG Maker game mechanics are very restrictive and don't really fit the game's aim that much.
Puzzles are sometimes overexplained, sometimes they are solved by deduction and sometimes you get lost and have to check every object in the mansion until you found the one you need. Thanks god there is actually a word-document with a guide inside in case if you stuck. The fact that all puzzles are rigidly structured in a form of "theater play" acts is making it much easier to comprehend.
Blood drinking mechanic is present but completely redundant. Just not press Enter while around silhouettes and you will get the best ending out of three.
While I can't say that this game is really good, it at least is not hard or obscure or puts a lot of obstacles in front of player (except for a tons of texts). As someone who played a lot of RPG Maker games in one's adolescence all flaws of this project are tolerable, and I actually kinda enjoyed it, but I can't deny that it would benefit greatly from the change of game engine and design direction.