1. Using help shouldn't be mandatory. If a command is used in game, it needs to be reasonably discoverable in game.
2. The eat commands need to be redone to match point 1. You could make examining the kitchen list eating times (or have Celeste directly tell the player). However you want, but they need to exist within the game.
3. Same with wait until... This game currently requires many uses of wait, and so it must been told to the player. If nothing else, put the excerpt about it from the help also into the game intro before the story begins.
4. As was mentioned, "wait" passing a single hour should be implemented. In a game where wait must frequently be used, there is no reason to not use the standard command (even if the additional command which allows longer waiting to occur is also employed).
5. Time references... the game uses the military 0-24 for hour designations. I certainly understand how that makes things easier programmatically. The thing is, the text doesn't always use the same nomenclature. (i.e. Celeste says come to my office at 9, which turns out to mean PM, or 21) Would be best if everything was kept consistent.
6. Laptop usage... These games can already be quite difficult because of "guess the verb" issues. It will become virtually impossible if you add in "guess the noun". I don't mind "use internet" working, but the same thing must be accomplishable by typing "use laptop" (the noun we actually know has meaning in the game). Doesn't matter if this launches a menu system, or if use laptop simply tells us a list of usable commands and we need to then use those commands to make things happen, or how you do it, but no "guess the noun," please.
7. Groceries task has several problems. I'll try to give them each a separate point. Putting the food in the icebox after purchasing them is rather hard to decipher. It would be best if you actually made a Fridge object that can be examined, opened, interacted with. Then just let the standard game mechanics work as they do, and let the player open the fridge and put them inside.
8. Even when there is no active grocery task, the player can still go and buy more groceries. He is then told that the fridge is full. He ends up losing the money from buying the groceries, gets a call the next day from Celeste about failing to do the mission correctly (and any relationship penalties this might incur), and gets fined more money. This all needs to be disabled/cleaned-up.
9. It can be left as is, but I don't like the grocery task being implemented at 14. Even though she says we must go buy food today, there doesn't seem to be an actual time limit. If we accept the task and go buy groceries a week later, everything is considered perfect. That does create some leeway. That being said, she gives a task at 14 that can only be performed at 14. It requires energy which we may or may not already possess, and no way to replenish the energy if we don't already have it. We accept the task then find out it is incompletable (as I said, currently the game allows doing it on a future day, so it is forgiving.... in a rather hacked way). It would be much better if she told us this task early in the day. Then it would be our responsibility to make sure we had the energy to do the task when the time was right (although you maybe would need to mention before accepting the task that it will take 2 energy).
10. Personally, I'd prefer seeing a "bus" show up in the lobby just like people do. Examining it can say something about how we see a bus through the glass entry doors (rather than it actually being inside the lobby). Interacting with the bus object/person would then be how we used it to travel.
11. Task overview command would be excellent. What I mean is, it would be really nice if typing the word "task" gave us a list of currently open tasks we were working on. This could also include any special commands that are required to complete the task which may not be standard commands, if there are any; as well as just a general description of what we are expected to be doing.
12. Sleep should really work any time of day. Now that I understand how eating works, I'll admit that there aren't many likely scenarios where I'd want to go to sleep prior to the last meal of the day, but if I happen to have 0 money, I couldn't eat anyway. There's no real reason to force a player to use wait commands before he can type sleep.
13. Working jumps the player back to the lounge no matter where he was. Sleep from anywhere jumps the player to his room. I don't see any reason currently for eat to also not work the same way (from anywhere). There are reasons why this may be necessary, but just in case I wanted to mention it.
14. The player really should be able to examine the kitchen. Anything that is actually integral to the story should feel like a fully present object. As soon as "examine kitchen" tells me that no such object exists, I treat it like it truly doesn't. That's part of why I had such trouble figuring out how to eat. I knew I couldn't eat in the restaurant, but obviously any restaurant must have an attached kitchen for staff. Since I had mentally erased the lounge kitchen, I felt like I somehow needed to unlock a new room.
15. Not a huge deal, but examining one's self prior to donning the uniform still shows an image of a person in uniform.
16. Meeting Zoe... another trivial detail, but we can ask about her name when we first meet. She makes a somewhat snide remark about it being obvious because it is on her name tag. The thing is, in her picture she isn't wearing a name tag. I know, you are using whatever pictures you find, and telling a story. Everything won't always match up. So as I said, rather trivial, but still a point of disconnect.
Those are the points that I remember at the moment anyway.