I did try to implement pixel-perfect detection for the mouse, so that instances like David and the bar work better (I've selected the bar far too many times when trying to select David.) The problem is that doesn't work on scaled characters very well and it also doesn't work on small objects very well (i.e. the tree branch.) I'll continue to work on some other choices (stencil buffers, detection maps, etc) but I've removed it for now.
I'm working on redoing the bar scene; the dialogue is still kind of bland and the bar puzzle is giving most everyone (even seasoned adventure gamers) issues. I chose that because I personally will instinctively do that; if I walk by a pool table that is not being used and the cue ball is on the table, I'll roll it in to a pocket. I'll see what else I can come up with though; I don't want the first puzzle to put everyone off lol.
I've also been in contact with a musician, so hopefully the next release won't be so silent.