IFReviewed by
Andrew Plotkin on 2006-06-25 09:56
A bit of nostalgia for Classic Adventure Gaming -- brightly-colored locations, explicit plot-token hunting, random mixtures of modern and generic-fantasy elements. I enjoy that stuff more than you might think from reading these comments. However, the writing is clunky and the game doesn't come off.
Game-logic sometimes becomes absurd. When Julia says you need a particular item, and she doesn't seem to notice it is there in the room with you, the sense of disbelief becomes strained.
Inventory limit -- annoying and pointless.
Getting the rusty key is a terrible guess-the-verb problem. Should have about a dozen more synonyms. I'd say even "get key" should work, if you're holding the appropriate item.