In my opinion, a good point and click game should have solutions that feel natural to the player. The environment and things they see should all be subtle clues leading them to making the correct decision. A good rule of thumb is if your playtesters have to randomly click things over and over again until something works, then you need to rework something. This game definately has this problem.
Just take the last puzzle as an example, how are we supposed to know that we can click the vine again to swing the witch dotcor to the cliff. How are supposed to know that we can combine items. The minimalistic approach to the gui and instructions may be thematically appropriate but if the lack of direction leads to player frustration then is it worth it. Is there something else you could have done to keep the style while helping the player understand the mechanics of the puzzle?
On the other hand I have to give some credit here for art and animation. really love the style and feel of the characters and dinos. In addition, for this to be made in just 14 days is still pretty impressive. It is only because I see the potential that I want to leave an opinion.