Seconding “better blurbs, please!” I played this because I know I like your games: if all I had to go on was the blurb, I probably wouldn’t have.
I did notice (as @gfaregan said) that there weren’t new things here, but I guess for me the new thing was putting together all the different things that you’ve been experimenting with in your past games and that synthesis seemed like a worthwhile experiment. So I minded that less.
I think my biggest complaint was that there was often no real way to tell which command to use, so puzzle solving often devolved into just trying everything.
For instance, it was often clear when you needed to use investigrab, but not always. Some things that you’d think needed investigating actually got no response so I wrote them off as just scenery and forgot where they were… and then regretted that when I got the Tag command and they did turn out to be significant. Some places just aren’t significant at all, I think? The Kitchen, the Meeting Hall, the Storeroom on the first floor? But the Kitchen has a “heavy wooden block,” is that significant?
Similarly, say, the hobgoblin. Is he vulnerable to Quakes when he’s standing on one leg? Does taking off his helm render him vulnerable to Radiance or Keening? Can I Tag something in the room to distract him? Guess I’ll just have to try them all.
I think The Wand is still my favorite of your games. There I felt clever for figuring out which thing to use. And you had to do it: there were too many possibilities for lawnmowering to be viable. Here I had some good moments, but (partly with the lack of examine object
to double-check for clues about what to do?) I mostly just felt like I exhausted the possibilities.
Edit: hmm, I also think it didn’t help that Investigrab’s descriptions were inconsistently helpful: sometimes it’d be a description of the thing you needed to deal with, even a pretty broad hint like “You notice that the goblin has extremely large ears.” But a lot of other times it’d just uselessly tell you the thing that you already knew: “you can’t get the <thing> while <enemy> is in the way.”
The wolf was clever (“oh yeah, that’s a command too; we haven’t had many puzzles that used that one yet.”). The little animated diorama/train set for the dragon treasure puzzle was one of my favorites. It felt like a bunch of moving parts but it was actually pretty easy to figure out. And it had a lot of character. Though maybe I’m just a sucker for train sets and historical tin wind-up toys and things. I had fun figuring out the Bell Room too.
I really really struggled with the artifact: I had to look up the walkthrough there. It shines a light on you, so maybe Radiance would respond to that? It beeps at you, so maybe Keen (or the supercharged Keen) would respond to that? I hadn’t gone back to the previous floor with Magnet to get the key yet, so I didn’t know that you could upgrade Operate.
I feel like Metroidvanias or Zelda-ish games tend to work the best when it’s obvious that there’s an obstacle you can’t get past (and that you will probably be able to get past in the future): “I can uproot bushes but not this rock that is obviously blocking my way, and definitely not that huge rock; bet I’ll get a new ability later.” Here the regular puzzles were illegible enough that it was often very difficult to tell the difference between “you just need to figure out the right order and timing of the spells you already have” and “you need to go away and come back when you have a new ability.”