Just finished it. The graphics were really surreal. I was a bit unsure what they were. Very desaturated, soft & slightly out of focus. Parts looked like photos, others looked like model furniture & sets you might find on some of the old fashioned hand animated cartoons. Anyway, they looked really nice & the characters didn't seem too out of place with the backgrounds.
Right onto the criticism part (the best bit no?)
There was a few typos in the English version (not tried the Spanish version, but I'm no expert on Spanish anyway), nothing major though. Mostly a few words wrong here & there for the objects & little inconsistency with some of the phrasing.
* stairs should have actually been "ladders" or "a ladder"
* photography should have been photograph without the "y"
* I think you wrote something like "how did she died?" in one of the dialog display texts. It should have been "die" without D on the end.
I can't remember any other discrepancies off the top of my head (I have terrible memory).
Moving on. Personally I would have liked to have seen some custom animations for the scene interactions instead of the x minutes later thing. Not everyone will agree with me but I tend to think of it as lazy development (or taking the easy route) when games lack interaction animations. Sorry.
My next point is not really a criticism, it's an observation. I noticed you are using the default sliding walk option inside of the characters outfit properties tab. The reason I say this is because your character is vibrating / shuddering around really bad near his feet whenever he is walking. Characters will not do that if you disable the sliding walk option, however you would need to manually set the movement value for each walk animation frame as it would update character position on frame change instead.
Finally... the display text text of the characters was a little hard to see on certain scenes (especially the snow scenes). My recommendation would be to create an interface with some kind of nice looking bounding box that fits your art style, that you can toggle on just before you trigger display texts or dialogs. The same goes for the action text. You would need to use the registerHookFunction (Lua script) to update the display text / action text so that it showed up in the bounding box. The same functions could also be used to show & hide the bounding box(es).
Anyway, would just like to say congrats on finishing & sharing your project with us.
P.S: where abouts in Spain are you located? I moved to Almería from Granada sometime last year.