With a name like "Sword of Malice" I was expecting a flood of generic fantasy tropes to wash over me. I was not disappointed. The introduction sets the scene, speaking of a terrible war. I'm a little uneasy with such talk of genocide, so I was hoping that it would turn out to be ironic. If I were to be charitible, I could argue that the ending shows the devastating consequences of the lust for power. I'm not charitible, though, I'm bitter and twisted. Even if we accept this interpretation, we never actually see any consequences, which rather nullifies the point.
So the story didn't appeal to me. I don't like fantasy mostly, although I can appreciate it when it's done well. This wasn't. The writing was competent, but only just. It lacked sparkle. I can't comment on the puzzles, because I played from the walkthrough for most of the game.
Authors: If you don't implement a response to the "x me" command, I'm probably going to hate your work. If you don't care about your PC enough to give the player some reference to work from, then I'm going to doubt you care very much about my enjoyment of your game.
The first room is boring. This is a bad thing. The first room also includes two really dumb implementations. When the PC breaks the chains, causing the body to fall to the floor, a book appears. This is not mentioned until the player types "look". The book presents further problems as it's implemented to show snippets of text at random. The player has no way to know if they've seen all the text. When a piece of text repeats itself, it's natural to assume that you've seen all the text.
We'll mark this game using the French dictation method. From the perfect ten points, we deduct: One point for dragons existing in this world without good reason. One point off for riddles. One point off for dumb implementation. One point off for genocide. One point off for characters I don't care about. One point off for no description of the PC. One point off for boring me.