@Wraithious Help, they're reproducing like well-documented bugs!
Also, while the dialogue system seems to work better (now I get the response whenever I come up to the speaker), there are still many flaws. In particular, the equipment menu still seems not to acknowledge me equipping things ~90% of the time and the collision areas still are really random. Also, I feel like the day/night cycle could be sped up (and/or maybe the night could be made shorter), because it's kinda boring waiting for night to end so that I could proceed with daytime tasks. Also, I couldn't see particular hints about where I can get the time tool, and once I obtained it, I used it in the mansion, then left, and people started appearing out of nowhere. It was weird. I couldn't get to the scene where vampire king chases after me outside the mansion, either, don't know which conditions must be met for that...?
Hmmm, in principle and for production-level game, I'd agree that no external help file should be required. In practice, taking Jam constraints into account, I disagree, because the time one spends integrating help in their game is the time they can spend on polishing other aspects (doesn't apply to people who send games with external readme with time to spare).
As for internal help, sometimes with lots of text, I'd be really careful, especially with statements like "Nobody likes reading for playing a game." There are things like visual novels, and they seem to be doing pretty well, despite requiring massive amounts of reading. Just because you personally don't like much text in the game, doesn't mean nobody does. Some ideas just work best with relatively large amounts of text or dialogue, and it doesn't make them terrible to use in games. ^^'
It's kind of like "Show, don't tell" rule. It's a good response to people overusing text where other media can get the idea across much better. Misunderstood, it can lead people to reject every single piece of verbal communication, even in the context where words are the best choice.