Thanks for the feedback. I can only say that it's hard to please everybody.
1) I didn't even know that you could LOOK INSIDE something. As the rules state two-word input, I didn't really expect anybody to try that. Now that I know it's possible, I'll have to work out how to handle it. (Chris? Are you out there?) Remember that containers aren't currently supported.
2) Maze? Are you sure you're talking about the same game? It's anything but. No room descriptions are the same. No headers are the same. No illustrations are the same. There are no one-way exits and no bendy exits.
3) This is one of the problems with illustrated adventures. When you add objects in the illustrations, you have to account for them in the descriptions, otherwise you get criticised, like I was for the decorative candle in the master bed chamber. I loath adventures that provide long verbose descriptions like they're written for a novel. Every time you enter a room or refresh the room description, you have to wade through half a screen of text, but you can't examine or interact with anything. I much prefer the "drill-down" approach, where you gradually expose new information. It is more satisfying for a user to feel like you're exploring and gradually making progress with each new discovery. However, I do confess that there are far too many red herrings, especially scenery. Sorry about that. That's because I Googled house plans for Victorian style houses and essentially designed the house layout before the puzzles. And it's no fun having lots of empty rooms. There's actually not much to do upstairs, but there is one essential item and lots of funny responses. Hopefully, that adds to the enjoyment. Incidentally, the 5-item limit is somewhat arbitrary, but it prevents our 14-year old young girl from carrying around a truck-load of items and forces her to make at least two trips to the basement. I think they're reasonable requirements that add to the realism. When Adventuron adds containers, I'll allow Susan to put things in her backpack.