I'm honestly glad it was a mediocre game and is not getting success, and I'm not surprised in the least.
I got a copy of the Adventure Gamers' Manual; it was in the local library when I was a kid, which is the only reason why I know of it at all. If you're an adventure game fan, then I suggest you read it, because it's highly informative on just how fucking creative the genre used to be and could be with its puzzles, and just how much more willing people were to go along with "illogical" puzzles back in the day. Speaking of which, people seem to treat Sierra- and LucasArts-era adventure games as "old-school" when there's even older games out there that people completely forget about when talking about adventure games.
People also seem to forget that "old school" had its different flavours, and that Sierra = "unfair deaths" where LucasArts was not was only a symptom and not a defining feature. Maybe it was just because of the people working at the different companies and their different preferences; but I get the feeling it was due to Sierra starting out as a company that made text adventure games with graphics before making more graphically-intense adventure games, whereas LucasArts was born out of a movie studio who came into a more fully-formed graphical adventure market, because Sierra games, even some of the newer ones, still felt more like the text adventure games than most LucasArts games did. This would also explain why Telltale ended up dropping out of the puzzles and just went with storytelling, and why Schafer is so presentation-focused: that was simply the culture of game design that was fostered LucasArts.
You can't cater to nostalgia for one company while borrowing so heavily from another with a different development mindset, while completely missing where the first company's mindset came from, and while trying to be hip and modern. It just screams of facile engagement with the broad strokes of a genre you don't actually care all that much about.