IFReviewed by
Andrew Plotkin on 2006-06-25 10:25
Just too primitive -- sorry. (Frequent food/sleep timers; "search rubbish bin" and "search rubbish" are different; "unlock" is never implemented, even though you find several locked things and several keys; inelegant commands like "ask cat about X" when you generally want the cat to deal with X.)
I got stuck almost immediately, and played directly from the walkthrough from then on. When a critical exit isn't mentioned in the room description, I lose confidence fast.
The story is a generic sort of magical-thing romp -- not necessarily bad, but it would need a lot more of either narrative coherency or charm to work.