One problem our group is running into with a few of these scenarios is that the game does not instill the sense of urgency that is in effect and it's causing us to lose. For example, the recent scenario with the parade and floats in Sanctum of Twilight. After getting to the mansion party we are basically told we need to find the girl and get out. However there are tons of things that need to be interacted with from pieces of paper, to buried figurines, to a ton of different people. We went though all of these and the last two had the items that were required for winning (the key and the rope) without much indication on where they were. One turn before we found the girl the app suddenly announced time was short. Then one turn later the game just ended without any real fanfare.
I think this is bad for a few reasons. The first was that the main section of the game was effectively pointless and ate up over an hour of playtime. Getting the rings didn't really affect much as busting in the back door didn't waste much time, especially when we had several monsters attack us from the front door. Second, if the game is going to have a hard cut off there needs to be a lot more indication of this. The first half made this very clear with the floats getting to the end of the street so we could plan out what we had time to do and what we didn't. Then in the second half we are at a dinner party that just suddenly goes crazy and hard fails without any real notices. Third it's incredibly anticlimactic. The game seemed to imply that people would get violent and we would have to force our way out once the magic tiara was stolen. However we didn't even get that the game just ended and everyone just went "huh..." and felt like we wasted two hours. Lastly if there is going to be a "time is running out! Better hurry up!" it should be much sooner than a turn before everything is over. That is totally useless unless you were going to win the next turn anyway and thus didn't need it.
There have been a few others like this although off the top of my head I can't really remember since we play sporadically. It's just an overall bad feeling when you find out you've been racing a clock without knowing it. The game encourages you to explore for narrative hooks and such but then you get punished because you only have a very set amount of actions before the game tells you the game has been lost. It often doesn't indicate how much you have outside of the most vague clues if even at all.
I would like if the scenarios could either shy away from these sorts of end states unless they make it very clear what the timer looks like (like the previous example of the floats moving through town). As it is these end up feeling like the sadistic GM who smugly tells their players that they lost because an hour ago they forgot to search something and don't have the item they need to kill the villain. I don't want to have to play this game assuming we could lose at any time because we have taken longer than the app wanted without saying and have to rush through and game the system as much as possible.