Game over. Insert 1 rum to continue.
It's very hard to do what you've done, and that's make something based solely on clicking enjoyable. Though, I wouldn't call this a point and click "Adventure" game, because it's not. This is clearly an action-based experience; it shows with every scenario, every beat of the exciting music, and a scenario just ridiculous enough to be fun.
That's the good news. The bad news is, while I can't call it an "adventure" game, I can't call it an adventure "game", either. For most of SPB, you managed to avoid the "click everything until something happens" problem that most titles suffer from because it was fairly obvious, and easy to figure out. Then we hit the island, and everything started to go downhill. This is the point where my mouse started hating me as I frantically clicked everything at two presses a second in order to find out what I needed to do next.
Your biggest screwup had yet to happen, though. We got all the way to the raft before I lost faith in you as a human being, and you know why. The final boss was the same way, too, and that only rubbed salt in the wound. I will say this once: imagine you're walking down the street and all of a sudden, some guy you don't even know pulls a gun at you and yells "DODGE!" at the top of his lungs. For the sake of this example, though, let's pretend he shoots, and misses you on purpose, followed by his quick retreat. Do you feel how scared and angry you are? Because that's how fun quick-time events are. The only reason nobody else here feels as strongly about this as I do is because you allow infinite room for error. In the worst-case scenario, the player just gets set back a couple seconds. I know better, though. QTEs are a gaming cliche that needs to die, right alongside water levels and random encounters (one of which you ALSO put in there, I might add.) A better idea for the boss would have been having to actively drag the shield around the captain to block different attacks. I'd still have to react, but it would feel much more like I was actually controlling the character as opposed to just hitting a button and watching the game play itself.
The point I'm trying to get to is, you can't make something that's both a movie AND a game. There are reasons the two don't mix; one of them is called "Linger in Shadow". You need to either create a passive experience, OR something the player can be fully engaged in, otherwise, the experience feels watered down either way. A perfect example is when we entered the temple and started solving puzzles. This is where you got the closest to engaging your audience, but ironically, those sections just felt out of place and intrusive, because the rest of SPB didn't require nearly as much effort. They slowed the whole thing down, and to be brutally honest, speed was really the only thing you had going for you up to that point. Everything was moving along at a comfortable, brisk pace until I had to stop everything so I could use fricking Google to look up what prime numbers were.
Einstein once said, "I don't have a formula for success, but I do have a formula for failure: try to make everybody happy." With flash, as in life, choosing a focus is the way to go. Want to make a game? Make it more engaging next time. Want to make a movie? Take out all the interactivity period. Don't half-ass both and put them together hoping they'll make one perfect whole. You submitted this as a game, though, so I have to judge it like one. And well, I think you get the message from the score I gave.