I must confess that I haven't read the background story yet, but the adventure pretty much spoke for itself. One thing that was confusing was that the goal was ambiguous. As I knew it was a treasure hunt, I just assumed that my goal was to find the gems and I would not be able to rescue the rest of the team. The twist at the end was unexpected, but didn't really seem to fit in with the storyline. I guess it was meant to explain why there was a sudden glut of diamonds.
Anyway, I quite enjoyed it. Once I found my way out of the first room, the puzzles were pretty straight forward. Here's some comments on the issues I came across.
I played version 1.3.0.
Please check your display settings. I found that I could not resize the window below a certain size without the edges being truncated. The display itself did not scale down and the border was zero pixels wide.
The introduction sets up the android aspect quite well with some nice animations, but it abuses the three-sentence limit on introductory text.
Delete the full stop after the room description in the status bar in the large freezer.
You have provided a two-word room description for every room in addition to the room description in the status bar, e.g. "Cold room!". This is not allowed in the game rules. Instead, you should create a scenery object for each room with conspicuous = "false". When the player examines the noun in the room description, you can then provide the extra two-word description. This leaves the top area less cluttered and you are not breaking the game rules, but a player can still see the extra description if he/she decides to. As a side benefit, if a player tries to GET NOUN (where NOUN is the room) it no longer says it's not there when it clearly is there.
"You see :" should be "You see:", i.e. delete space before colon.
Consider overriding the system CREDITS with something more appropriate for your game. You can still see the system credits with *CREDITS.
Add full stops at end of sentences in all responses.
Avoid excessive use of exclamation marks. Only use an exclamation mark if it's really an exclamation. Something like "Frosty pipes!" or "One loose!" is not an exclamation. And NEVER use multiple exclamation marks!!!
There are far too many disambiguation menus, especially with the gems. You should be able to refer to the gems by their adjective, e.g. rather than EXAMINE GEM and get prompted which one, also allow for EXAMINE ICE.
When using '' for inches, this should be a double quote, not two single quotes.
You can EXAMINE FROST multiple times and the rubber glove keeps reappearing, even if you've used it and it has been destroyed. If you were carrying it, then it reappears in the room. Use has_not_created to avoid this.
When you USE GLOVE, "with what?" is lower case, but everything else in the game (except for a couple of system messages) is upper case.
When you USE BULB, it responds with "Can't... yet." followed by "What bulb?" I think the latter is a bug, as it's already recognised and responded to the bulb.
When you EXAMINE DOOR after it's open, "Swings open" should be just "Open.", as it has already swung open and it doesn't swing open each time you examine it.
"Captains Cabin" should be "Captain's Cabin", i.e. possessive, not plural.
"Engines shutdown" should be "Engines shut down."
"Flawless,beautiful" should be "Flawless, beautiful.", i.e. space after comma.
There are several actions that cause an extra press_any_key that is unnecessary because the auto_redescribe takes care of it. Check these.
HELP says, "Use fuel" after you've used it. You need an extra help message here.
Is it really necessary to have so many pointless ramps and ledges in the long descent from the bottom of the lift?
The last two rooms were not dark, even though they were deep underground. I tried to reason with myself that this was because they were lit by diamonds, but if that is the case, then the two glittering rooms shouldn't be dark either.
When the lift ascends, it doesn't print "Lift halts...", as it does when lift descends, unless you are going through the end-game scenario.
After the rockfall when ascending the lift in the end game, you can still descend in the lift once you get back to the surface. It might be better if that was prevented.
There doesn't seem to be a limit on how many turns you can take at the end. It might be better if you have a countdown timer of some sort to increase the sense of urgency.
The game finishes quite suddenly in an unexpected location. I think it would make more sense if it finished when you got back to the sandy beach.
I'm presuming you score the last 5 points when you successfully escape the underground area, but you never get to see it, as the status bar clears for the end game messages.
The end-game messages are longer than 3 sentences. They're short sentences, admittedly, but I counted 7 sentences.
I found the use of USE and the continual prompting with messages like "With what?" a bit annoying. It took me a while to work out that this was not a rhetorical question, but a real question that was preceded by a question mark prompt (?) rather than a greater than prompt (>). Once you get the second prompt, you can't get out of it until you answer the question. It would have been better if you'd just used a more appropriate verb in the first place and implied the indirect object.
Anyway, good game. I enjoyed it much more than your first one (The Castle of Death), primarily because it was smaller, it had more puzzles and there were no random factors to contend with. Keep 'em coming.