EDIT: I found a minor glitch. In the scene where the squid grabs you, if you click on the memo canister in Ivy's inventory, then the game will think you are referring to the canister full of sea water.
Aha! Yes, I'm afraid that's unavoidable at the moment due to the way my hacky keyword system breaks the TADS parser. Ideally it should say, "Which canister do you mean..." etc.
EDIT 2: Finished, and I got all the awards! I'd definitely like to see more 'episodes' in this story if that's what you're thinking of doing. I think they could benefit from being a bit longer, though - this one didn't quite feel like a real 'investigation' story because it was over so quickly.
It doesn't help that half of the game is actually just introducing the characters - something which further episodes wouldn't need. Having said that, I'm not much of a mystery writer. I think I'm always going to focus on Nate and Ivy and crazy action scenes, because that's what I'm best at...
Would be nice to have a little more freedom as well i.e. being able to travel between locations. But I understand that this might run counter to the 'guided' style of play that you're going for.
It's certainly something that's been on the drawing board even for this one. I love exploration and setting in games - but at the same time I think my chief concern is always going to be not giving the player too much rope to hang themselves with.