Heuristics

Visibility of system status
Loading times should not be a problem in such a small project.

During gameplay, the character receives visual feedback of the time passing due to different lighting settings, aswell as from the timer.

Match between system and the real world
Coherence is kept in the passage of time aswell as in actions such as talking to people due to the fact that you have to get close to them to establish a conversation.

User control and freedom
Once the dialog between the main character and the NPCs are established, is not possible to go back in time, as this is a game where decisions matter.

In every dialog box there is always a way of skipping the interaction without having to wait until the full conversation is over.

Consistency and standards
Controls are established to be the standard ones (WASD/Mouse), based on a wide range of other games.

Error prevention
In case of wanting to delete a saved game, a text box will pop up, asking the player to confirm their action.

Recognition rather than recall
As the game has a wide amount of information that the player needs to remember, a drop-down list will be provided with the aim of helping the user remember the clues they have already obtained without the need of going through all the conversations with the NPCs again.

Flexibility and efficiency of use
If any kind of cinematic is established at a certain point of the developement, a way of skipping this video will be provided.