The jumping in this game, while working, could do quite well with some polish, as it is a bit bothersome at times. Changing direction in midair is very awkward and a bit too "realistic", and the horizontal movement through air is awkward. Jump height is a little too tall for the speed at which one gains altitude, but as many things seems to be connected to it, I would suggest increasing vertical (and horizontal) speed. It may also be useful for the jumping to be slightly more precise, as it is often easy to over and undershoot simple platforming, resulting in a frustrating return to the beginning of the endeavor. Additionally, the lag in the game adds to these troubles. Finally, some of the quest-minigames, particularly the rook's nest one are downright frustrating with the current physics (though that particular quest suffers from hitbox and visibility issues too, making the player's mood fall even faster than the character's).
Also, as I do not wish to start too many minor threads for even smaller quibbles, I will make a few additional notes here:
Mood falls continuously, and is very hard to keep up without a constant steam of fluids and/or meditation.
Energy always appears to be in short supply, as it is needed for effectively everything.
The above two points are not so much of an issue to maintain due to money, but because of lack of storage space while carrying things around.
It would be helpful to be able to make a queue of shill to learn, so that each may start immediately after one finishes.
Descriptions of what (at least expensive) items do would be useful. For example, a toolbox can only hold tools and nothing else, despite being more expensive than a bag.
When on auto-travel, it would be quite helpful is the character were to make simple jumps while traveling. (At least along paths that have been taken before.)
Please let me know if any of these have been solved in a nearlier post.
Overall though, good game, even only in Alpha!