Sorry if this sounds a bit like negative feedback, but I wanted to give you my honest opinion of that game. I'm not a judge, and I won't be swaying any judges opinion myself, and my opinions are only my own. It may be that other people disagree with the points made here. I'm sure there are many well thought out puzzles here, but after 15 minutes I don't think I've solved anything. I did find the ZURK treasure somewhere, but I forgot what I did to be honest, and when I restarted the game, I can't seem to locate it again.
- I've played this a bit, and it feels a bit too spread out if I'm honest and after 15 minutes of playing, I don't think I've solved anything.
- There are a lot of objects that do nothing, and don't reward looking at them. The STAIRWAY object in the first location can kind of be implied by the basement location and the UP direction for example. The examine message "seems" redundant. Try to keep the player focused on objects that a relevant or that deliver real clues and/or great puns.
- In TWO, I tried to make it so that every location had something to do, with few exceptions (the first two locations were there just to teach you how to move north).
- Some responses end in the full-stop, and some do not. E.g. "PLEASANT VILLAGE" versus "DARK. IMPOSING."
- Some responses seem to be two words when more would be more appropriate. I would understand if your whole game had two word responses, but some responses are the full SIX words.
- It looks like you are using objects to represent things that you could discover simply by going in a direction. Whilst I used this once in TWO (from the hilltop), it was there to service the in game tutorial (prompting the player to type EXAMINE). If there are too many redundant objects in the game (such as describing something in the next location), it will feel like a chore to play.
- The next 3 locations all had puzzles or rewards that could be delivered quickly (the fountain netted the fountain pen), the shopkeeper revealed items that needed to be purchases, and the village leader would give you the village ladder. All delivered with a satisfying beep. The location north had two puzzles (the climbing tree puzzle and the boat making puzzle), the location east of that had a puzzle, the location east of that had two hidden objects. The forest path had two items. The dog location had two rewards too.
- I think the point is not to simply have a list of objects with just clues, but to have a fairly dense collection of rewards, and interactivity.
- If possible, try to stay away from diagonal directions. I know that on paper it's fine, but it completely throws off the flow of the game, especially for beginners. I much prefer games that only use N, E, S, W, UP, DOWN, ENTER and EXIT.
- The Z character (with the strikethrough) is not supported in the font so it ends up looking strange.
- There seems to be too many things to do at the beginning of the game without solving a puzzle or two first. Giving the player some easy puzzle to solve or treasure to find should draw them into it. Also be sure to use the ": success" command to reward players when they solve a puzzle or find something via an EXAMINE or other verb.
Some inputs that I think should be supported. Sorry I haven't tried more of the game. I guess I'm a bit stuck.
<AT TOWN SQUARE>
> LIFT COVER
NOT UNDERSTOOD
> REMOVE COVER
NEED CROWBAR (maybe too direct a clue)
<AT CAVE ENTRANCE>
> CLIMB FENCE
NOT UNDERSTOOD.
That's it for now. I'll try to make some progress a little later, but certainly, I think you could do with evaluating of the map layout, redundant objects, and maybe add in an easy to solve puzzle in the first two locations to deliver a fun puzzle box for the players.