I agree that the game should definitely have some interactivity, and more than agree on TWD being an animated story with few, if any, real choices.
But you're treating as a given that clicking on objects and using inventory is the only way to go for adventure games.
I' think the whole "point and click" part of the adventure games is the real problem: it doesn't allow for very interesting puzzles.
That's why I'm very happy with a game that keeps the point n clicking to the most basic.
But the game could certainly profit from better buzzles: it just needs to be in another subgenre of the adventure games.
I loved playing old lucasarts adventures, more so than sierra ones, though I enjoyed lot's of those too. I think puzzles is what makes an adventure game an adventure game. If puzzles are easy and straight forward, I have the feeling I'm watching a movie that has simple puzzles as an obstacle for the story. Why are they obstructing the story? why shouldn't they release this story in a movie format? Simple puzzles almost equals QTE events, so I hardly call Walking dead game a good adventure game.
A good adventure game has to make you get stuck sometimes. It's very rewarding when you find a solution for a dificult puzzle yourself. And Adventures normally gives you only one fresh playthrough, and it's amazing that most of the good adventures puzzles have logical solutions which you only relize after you solved. A good adventure makes you like the game even when you got stuck: Guybrush would deny doing certain things in funny ways... The Monkey Islands is very linear, but i had so much content that it had replayability, if only to see every funny lines.
i remember that Lucasarts released Full Throttle and The Dig at about the same time, and the dig didn't have a verb system, but it used both mouse buttons: one for interactinc and other for looking. Full throttle had a verb system disguised as an emblem, just as the Monkey island coin.
Not that one-click interactions can't give you clever puzzles: The gobliiis series was based on solving puzzles with interaction clicks, but required timing, trial and error, but it was funny and rewarding even when you failed.
By the descriptions, Broken age seems like those old multimedia programes where you had to click on the screen to see the result. A new comparison is machinarium and botanicula. I liked machinarium, but botanicula was lame.
About "Most of the puzzles are resolved with just checking your inventory at the right place", this normally occurs in illogical puzzles or when you get stuck. But normally, everybody tries that as a last resource option. And mostly, after you solve, you realized it wasn't that illogical.
Two things that makes puzzles in adventure games OK: 1st, the frustration turns to immense satisfaction when you solve a puzzle by yourself. Even if it's ilogical and you had to try every option. second, the assurance that you can't die or meet a dead end in adventure games post 1990. In indiana jones adventures you could die, but there's never a dead end. Maniac mansion and zak mackraken had dead ends, as many of early sierra, but adventures were still on their infancy. So, talking about modern adventures, you aways know there's a solution, so you persist, and eventually find.
Those old lucasarts games were also kind of short, but only if you knew what to do. Full Throttle is one of the shortest lucas arts games. but a fresh playthrough would get you stuck, and even a playthrough in which you'd like to see everything would take you time.
I'd rather get stuck trying to solve a game for a month than paying for a game and finishing it on the first day, and the game is even a beta...
Finally, what frustrates me more is when you have no idea of what to do in an adventure game and about 10 locations available and no dialog whatsoever to give you nods about what to do, and adventure games that made you progress a lot, only to find a specific item was left behind so you have to replay everything again. But this is a thing of the past.