Thank you so much for your feedback.
We also thought about gamepad support at the very beginning of the project. We could do this the quick way (just read the input axes and map them to the cursor) or the good way (move characters directly with the left stick, switch and select hotspots, have a UI specifically for gamepads). The good way was our best ticket to feature-creep-hell where you will never be able to finish your game with the spare time your team has to offer or release it in a very unpolished way. We didn't want to do the quick way, too, because it would feel rushed and we'd motivate people to play our game in a way it hasn't been designed for. A point and click adventure just feels great with a mouse, but moving a cursor over the screen with the gamepad is horrible and not fun at all.
That's why that feature currently isn't planned for the prologue. But we love our gamepads, so who knows what happens if this project gets spread more and more on the internet? ;)