How so?
It forced me to quit and restart it multiple times while writing the op, for example, and may force people to do the same while referring to forums when they have problems or are trying to get it to run smoother. I can't think of a better word to describe that.
Alt-tab works if you need to stop playing and write down comments about the game immediately.
@ Alan:
I live in germany and my banking account has well in excess of what would be necessary for this game. However credit cards are a rare occurance here. 
Fair enough.
Also, yes, many of my complaints are miniscule, but for one, attention for detail in all matters is what seperates a mediocre product from a great product, and furthermore, not all of them are. For example the fact that continously holding down the left mouse button causes my finger to hurt considerably is not miniscule and i can't imagine i'm alone in that.
Your suggestion of a double-click to move strikes me as more aggravating than simply holding down the button. First of all, it's more clicking, which is less user friendly, and second, it's less accurate. In a car, you press down the accelerator to move forward and take off your foot to stop accelerating. In other video games, you press the forward key to move forward and stop pressing the key to stop accelerating. Aquaria uses this control scheme (familiar = intuitive = user friendly) by using the left mouse button in a similar manner as an analog lever or a key on a keyboard. Ergonomically speaking, there are enough breaks in the game itself that holding down your finger on the LMB to move shouldn't cause a problem. As far as I'm concerned, double clicking in general is bad ergonomics, despite the fact that it's become intuitive thanks to years of double clicking in Microsoft products.
Bottom line: there are very few games in which your character automatically moves forward, or where you can toggle a movement button and have your character run indefinitely. Imagine an FPS or RPG where movement was a toggle! I think the game would be infinitely more frustrating if I couldn't simply stop moving by taking my finger off the left mouse button but had to click or hit a different key or whatnot.
If this is really a problem for you, Xenofur, then you could either get a trackball (use your thumb rather than index finger), a gamepad (an Xbox 360 controller works perfectly with the game), or simply take more breaks. (Or, Bit Blot could implement double-click to move as an option. I personally don't see it as a worthwhile expenditure of time, but that's just my own opinion.)
There also are some parts where the game leaves you to figure some things out for yourself. (Unless there's a tutorial message a bit later that I haven't played up to yet). Like riding a seahorse. It took me a little bit to figure out how to get the thing to get moving.
I love the intuitiveness of the game and the fact that it doesn't beat you over the head with tutorial messages. Instead, the hints come as part of the narration. Xenofur earlier commented that the game needs to show, not tell: that's
exactly what this is. I'm not commenting directly at you, Zaratus, but I'm impressed with developers who have the courtesy to not treat us like we're idiots and give us a bit of leeway to figure out things ourselves -- or at least hide the help so that we
feel like we're figuring it out ourselves.