So, i guess i'm somewhat of a latecomer, but i finally got around playing the preview.
It was pretty freaking good.
I can't say that it was the best game i've ever played, but i'd definately ENJOY playing a game like this for extended period of time, which is something i can't say of quite a few high-rated, sells-in-the-millions commercial games.
The interface was wonderfully clean. I loved the different cursor icons and the entire presentation at the house was nothing else but extremely neat and professional. It really drew me in.
And though i've also mention my gripe with the attack animations, the graphics were very nice. They were perhaps somewhat simple, but it's sort of how many bleeding age effects age rather quickly but properly made 8-bit or 16-bit games still look great - they have their own style.
Now the combat never really became dull, but i can see it do so. The attack type system could be used as a force to do some really great stuff, but in this preview, i found the flies to be little more than annoying. I'm reminded of Daikatana, where the player must fight dragonflies and frogs. There isn't any feeling of accomplishment in swatting flies. Instad, it may be more interesting to be presented with a room filled with enemies. These enemies would have different attack type weaknesses, though all of these types are accessible by one weapon (beause changing weapons in combat is not fun). The player would be able to figure out strategies on how to best deal with the sitation. Also, different attack types could have different effects besides damage - in example, quickly swiping your rapier may get a group of turtle- or armadillo-like creatures to stand back, but only a proper stab will be accurate enough to cause reasonable damage.
A sidenote - "slap" would perhaps be better named as "swat", unless you plan the attack to be able to interact with humans or include kinky sex scenes (where you could also use stabbing damage as a "thrus-- yeah, i'm going to stop talking now).
The only thing i really found negative in the game was the story - the modern house and the steampunk-ish caves kept me intigued despite the rather dull dialogue (except for the "Your father is in danger!" "But i'm an orphan!" part, which was funny). Beyond that, i found it all to be rather stock. There were some interesting pieces put in there, such as the talking crab or the wishing well, but alltogether, i couldn't really tell if it was supposed to be a humourous thing like Discworld or Apprenctice or serious. In the first case, i could really only find one good joke, in the second, i could really only find it incredibly dull. I hope that what I saw in the preview will be improved on, if not completely changed later, as this is definately the area where the game could be improved the most. I did see that there were several paths to solving each problem or situation, which is GREAT and something that needs to be kept at. Here's an article from Shamus Young, which talks about something else, but intermittently also speaks of multiple solution problems (though i occasionally disagree with him, i think Shamus writes some pretty good stuff, always worth a read).
However. Permanently giving up ability points as the only non-violent solution? Bad Ville!
Overall, it was fun. If it were longer, i would find the presentation of the story dull. You have some great writers on this forum (though i'm mostly thinking of Mageking ATM), i think they might like to pitch in on occasion.
EDIT: Here's another great article that i thought could be relevant.