Ciao everyone,
posting for the first time as well.
I just finished playing through the Chapter 1 Demo, and I want to tell everyone who worked on it that you did an amazing work.
The art is fantastic, the voiceover is perfect. The atmosphere is the right one, straight from the golden days of point-and-click adventures. Congratulations. I guess if you wanted to raise money through crowdfunding, like a Kickstarter or other non US-based ones, you would made a great impression with the demo. And I'm sure Brian Moriarty himself could be proud of what you did, if just for the love and dedication you put in it.

If I may add just my personal aesthetic preference, I found the strongest difference with the original game Loom is the ratio between the time spent trying to get on and solve puzzles, and the time spent watching cutscenes. I mean, Loom had great cutscenes, epic, and some really long as well, but they were few and far from each other in the game. In this demo I had the feeling that almost every single puzzle led to a very long and detailed cutscene. Some times even my screensaver kicked in (after 5 minutes). And this left me a bit unsatisfied, because once the cutscene starts, it's not a game anymore, it's an animated film. No interaction.
So yeah, if I can make a suggestion for the final version of the game (which I'm positive you'll be able to get out soon!), is to split the cutscenes, and give back control to the player in the really dramatic moments. An example in Loom is the confrontation between Bobbin and Chaos. There is almost no freedom, there is only one action you can take to go on, and it's between a long chase scene and the end of the game, but just doing the action myself made me feel much more involved in the story.
If you'd like it, I can play through the demo again, and give you a list of those moments where I felt the cutscene could have stopped, and I could have interacted, just to feel part of the action.
Last feedback on the interface:
I played the Standard mode, and I found the Schematics drawing a little unforgiving with the tracing between dots, but I was stubborn enough to get through. I was using a mouse and it was ok. With the trackpad on my laptop was a bit worse.
Last-last feedback:

GREAT GAME!!!
