This is a really hard game. I have been very persistant and after 1177 turns, I have eventually managed to solve all the problems I raised above except for the truth room. I've found three treasures - smelly leaves, health bone and holy flower. I suspect that the last treasure is related to the truth room, but I do not have a tool to remove the ivy and I have no idea where to find it. The game appears to have a very limited vocabulary and doesn't seem to understand anything other than what's required to solve the puzzles. Even though I haven't finished, here are my comments so far...
I played version 0.1.0.
Please follow the advice in tutorial-uploading-your-adventuron-game-to-itch. In particular, steps 9D & 9E so that the game runs in its own window, not in an iframe.
Consider overriding the default CREDITS with your own. You can still see the system credits with *CREDITS.
Consider overriding the system HELP with your own, as the default response is longer than 6 words.
Make sure that all sentences in responses end with a full stop.
When you EXAMINE or TALK SLOTH or anything that provides a quoted response, the response is right justified. I'm sure this was intentional, but why? It just doesn't look right and is harder to read than if it was left-justified.
When providing random responses, it is better to cycle through them using cycle as described in section 9.11 and 9.12 of the tutorial.
You can't examine the smelly leaves when they're in the room, but you can examine them when they're in your inventory. You should use is_present rather than is_carried in this case.
It doesn't understand WAKE SLOTH, even though it's asleep.
EXAMINE and TALK/SPEAK are often synonyms. They should always be different.
You can EXAMINE ALTAR repeatedly and the mask keeps reappearing. Use has_not_created to prevent this.
When you PRAY or ASK FORGIVENESS, you get killed. That's pretty cruel. Is there any logic behind it? If so, tell the player.
You can't CLOSE CHEST when it's open.
When you GET CHEST/ONE/TWO, it says "Not here.", but it clearly is there.
When you travel back in time and GET ONE/TWO in the temple bank when both chests and both messages are present, again it says, "Not here." when there should be a disambiguation menu to ask whether you mean the chest or the message.
When I open the chests, then EXAMINE CHEST, it still says "Closed, without any lock", even though they are now open.
When you try to go south from riverside, the response is in quotes, but there is no one around. Who is the mysterious speaker?
You can't SMELL LEAVES or FLOWER.
GIVE MASK to shaman doesn't work, but X SHAMAN with mask does. This doesn't make sense.
Shaman enters tree, but you can't. This doesn't make sense either. (You have to go up.)
EXAMINE PORTAL sends you backwards and forwards in time. This is illogical and should only happen when you ENTER PORTAL.
When "(Past)" is appended to descriptions, it is more than two words. Delete "(Past)", as it's not necessary. You know you're in the past and the change in status bar colour confirms this.
When you EXAMINE OKAPI, then press the up arrow to repeat the previous command, it doesn't work! I'm not sure if this is a bug in Adventuron or just the strange way you're dealing with the answering of the question. If you don't answer the question the way it wants you to, it seems to ignore everything you've entered and prints the next EXAMINE response. Whatever you're doing here, it doesn't make sense.
"an horrible taste" should be "a horrible taste".
"Giraffe" should be synonym for "merchant".
X MESSAGE: Seems normal to me
When you EXAMINE ONE, it says, "Closed, without any lock", followed by "You". There is no disambiguation. The first part only applies to chest. The second part presumably applies to the message.
X MESSAGE ONE: ditto
You can't get the messages. If you try, it says "Not here.", but they are there. Surely, the messages should be movable objects.
When you EXAMINE TWO, it says, "Open, there's something under it", followed by "GREEDY". I think the first message refers to chest two, even though nothing changes, and the second refers to message two. Once again, it's unclear what's going on here.
Are the messages even relevant? I couldn't find anywhere to use them.
READ MESSAGE doesn't work, but READ ONE or READ TWO does work.
"The door of the rooms shuts" should be "The door of the room shuts.", but nothing obvious happens.
When door has shut, OPEN DOOR says "I don't think I know that". It should tell you something more useful than that, such as "It's locked tight."
USE TORCH at forest encampment says, "The torch is lit (for now)". This is the same response you get when you light it, implying the two are synonyms, but I don't want to light it, as it's already lit. I want to use it for something else. You shouldn't really use USE anyway.
When I found the exslowsive, I tried LIGHT/BURN/DETONATE/PRIME/USE and probably a few others, but nothing seemed to work. If this is the wrong approach, then give an appropriate message so you know that it's not just another unknown verb, but you need to try something different.
If you X OKAPI in the past, the exslowsive keeps reappearing, even if it's in your inventoy, in another room or has been used for its intended purpose.
If you USE EXSLOWSIVE, it says, "Not the case". I have no idea what that's supposed to mean.
"otherwordly" should be "otherworldly" (if I understand you correctly).
When you return to the temple in the past after doing you-know-what, the exslowsive is gone, but the crack is still there. Either the exslowsive should still be there (perhaps it is stuck in the crack if you don't want it to be recovered) or the d.w. should be there.
If you try to OPEN MOUTH, it should tell you something more useful than "Doesn't work."
Can't BLOW/PUSH/PULL/CLEAR/WIPE/CLEAN/DUST/RUB/EAT/SCRATCH/WRITE/SEARCH/DIG/COUGH/SNEEZE DUST. (As you can see, I was getting pretty desperate by this time.)
And so on...
This is an interesting game that is marred by limited vocabulary, insufficient anticipation of the things a player is likely to try and a lot of beginner's bugs. The time-related puzzles are particularly good. I know you implemented this game in a very short period of time, but please put a little more time into it, as it has the potential to be a really good game.