This game bills itself as an expression of psychological tools. It is not in itself an exploration of psychological healing, and has more kinship with those games built up around, say, the concept of the seven deadly sins. The psychological tools in question are five elements, like "gratitude" or "order", given physical form, and our objective is to find them and use them to heal the land.
I assume the "land" in question is the mental landscape of a woman named Eunice. It's the only explanation that makes sense to me.
Anyway, as a game, it's pretty basic and relatively old school. It's generally fairly easy to recognise what needs to be done and to do it. The exception, to me, seems to be the matter of the troll, pretty late in the endgame. I wonder if there was one element of the design here that slipped the author's mind. See, four of the five "treasures" we found were used to overcome obstacles in the endgame, but awakening the troll seems to rely on guessing a noun rather than on the one unused "treasure". It's especially odd, given that the nature of the one unused "treasure" seems directly relevant to the situation.
Anyway, aside from the earnest "self-help" vibe, it's a pretty inoffensive diversion. As a breakfast, it might be Kellogg's cornflakes and a tall glass of milk. With maybe a visit to the Battle Creek Sanitarium run by old Dr. Kellogg himself ... "Nourishing families so they can flourish and thrive."