Alright, enlighten us, what's "badly designed" about it?
Not the guy you are replying to but a major problem is that there are no indicators of whats interactable and collectable and whats not. In a point and click game like this that means you are stuck clicking all over the screen on every screen trying to find something that you can use.
For example, you have to collect a stick and sickle then combine them to cut a high hanging sign to drop on the head of an orc but there are no visual or narative indicators nor context cues that this is what you need to do.
Games aren't like IRL where you can interact with anything and everything, you have set parameters on what you can and can not do, which means the developer has to set up the environment in such way that the player can use the logic of the game to figure it out intuitively; if the dev doesn't do that it becomes frustrating.