First I'd like to congratulate you on a fantastic game. Its short but very enjoyable. The music is amazing. (side note, I'd love to know the source) I also love the graphics and the design. I have some constructive criticism I hope you'll accept. I'm TA for a few college computer science classes so apologies if my my delivery is rather blunt. I'll be writing my feedback in a way similar to that of a graded project.
In the field of computer science usability we have a term "clicks per action" in which we want to reduce the number of clicks a user or player has to make for any given action (aside from mini games and the like). Generally this makes software and games easier to use and less frustrating for the user. In this vein:
There should be a way to skip time from the UI (preferably close to the map) rather from only the room (it doesn't need to give traslation points). As it it now, to find a characer in a specfic location you need to skip time, check the map, then repeat till you find the character in the location you're looking for. For example finding Luna in the garage can be an arduous process taking MANY clicks and could frustrate the user.
It'd improve usability to allow travel by clicking on a room on the map rather than walking, as it significantly reduces the number of clicks per action to get to a specific room. For example, the process of going from your room to the basement is five clicks, which is rather a lot. Generally in the study of usability we aim for a maximum of three clicks per action. In this case those clicks could be "Click on MC for map", "Click left on map to get to basement map", "Click on basement". You could further reduce this by adding a mini map or showing the entirety of the map rather than having to flip through the floors.
Lastly in the UI department is navigation. Generally it's pretty good with only two trouble spots. The first is Rita's room. The navigation between the bathroom and her bed room seems reversed. This is due to a change in perspective via the camera, but it's not obvious to the player. Thus when in the hall, the bathroom is on the left while the bedroom is on the right, but in the bedroom, the bathroom is on the right, opposite of where the user would expect it. It's a contiunity difference. I understand that it's difficult graphically due to the fact that's it's difficult to put a door in a transparent wall; which leads to the change in perspective. Perhaps a shadow of a door could be added? It's a tricky problem but as it is now I'm constantly confusing the two. Generally the foot of a bed is facing the door leading into the bedroom which might also add confusion. It might not be geometrically correct, but I believe it'd be more intuitive for door to the bathroom to be on the left and the door to the hall to be on the right.
The second and last navigational difficulty is the front and backyards. I'm never sure which leads to the front, back, or garage. The change in perspective can be very confusing, but something as simple as adding a path from the front to the right side of the house might help, since there's a matching path on the back side this would help communicate to the user that the garage is there and better communicate the change in perspective. It might help to add shadow of a drive way on the right side of the house as well.
Finally some other smaller usability issues.
When the quest for Luna's music starts the user should be reminded to not only unlock the spell but to also go down to the mirror to buy the spell. I know it was mentioned early in the game but users can easily forget such things. It might also be confusing that the player first needs to unlock the spell, then buy it in a completely different location. This isn't a bad thing, but there should be more guidance. Remember, users/players are idiots and it our job as software/game developers to make things as idiots proof as posable. Adding a reminder after every spell unlocked that the user needs to go to the mirror to buy the spell might also help, or adding detailed hints to unlocking the first spell Voyeur might help this during Luna's music quest.
The shower voyeur scene needs a better randomization algorithm, currently the girl can flicker at unnatural speeds. Suggestion: Rather than having the girl look at random intervals, pick a random number between 0-3 after the player starts looking. I think this will appear more natural. If you'd preer to keep the current setup there should be some sort of limit to how fast the girl can look.
I'm not sure what the fantasy spell is or if it's even implemented. Some hints as to it's use would be great. (or maybe I just skipped over that part?)
And that's it. I think this game as a lot of potential which is why I was so harsh on it. If you need any help lmk.