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(+2)

Seems like a good start!

From my previous experiences with parser-based interactive fiction, I generally expect "inventory" or "inv" to list what I'm currently carrying. It's also fairly common to support abbreviations for directional movement: {n, s, e, w, u, d} for "north", "south", "east", "west", "up"  and "down" . It's very uncommon for navigation to use anything other than those directions, half-increments (northeast/ne, southwest/sw, etc), and very occasionally "enter PLACE" or "exit PLACE".

You can use the "in" or "like" primitives in Lil to check whether a string is one of several alternatives; "in" looks for inclusion in a list or dict keyset, while "like" looks for a glob pattern where "*" is a wildcard:

 verb:"north"
 
 verb in ("north","n")
1
 verb in ("east","e")
0
 verb like "n*"
1
 verb like "e*"
0

It's also a very important convention for room descriptions to clearly indicate the directions a player may exit, unless there's a reason to obscure it. So far as I can tell, the only way to discover the door in your room is to attempt (based on intuition) to go "down".

(+2)

Thanks! I'll be sure to add the other options for directional movement. And yes, it is planned to add an inventory, I simply didn't add it in this exemple since there's only one item that would be in it. And somehow, I completely forgot to mention the door in the beggining of the game, thanks for pointing it out, it is now fixed.