Oh, there is actually enough adventuring, by which I mean dialogue, items, characters and story progression. What I mean is that by having one or none interactable item/character in each location, the ratio tips in favour of walking around. Explorers and maze lovers may disagree, but I think the main drawback about your game is that I spent more time walking from place to place than solving puzzles or talking to characters. (Which are the fun parts, IMO.)
I asked about Twine (or any other text adventure engine) because it had that graphic text adventure feel that I grew up with, like Magnetic Scrolls, or even Infocom's plain text adventures. (And in those, movement could be very fast, and one item per place was no problem.) I myself like to use Twine as a planning tool, so I was just curious.