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(+1)

Nothing wrong with an old-fashioned text adventure! I grew up on these and also "game-books" like Choose Your Own Adventure" and "Time Machine".

The basic workings of your game are pretty conventional -- text description and prompt for commands. I also like that each new "scene" is presented by itself and not one after another as in older PC text adventures.

Running the .bas file was thankfully easy.

Suggestions for improvement:

There needs to be more clues as to what commands might be permissible.  Consider this scene here: "You find yourself in a verdant countryside. It's summertime, and the living is easy. Fish are jumping, birds are chirping."
There is nothing in that short narrative that gives the slightest indication what the player is supposed to do. 

After two or three playthroughs (I died in all of them) I looked at the source code in your .bas file and, as I suspected, yeah, there's no way I would have guessed some of those commands.

Letting the player choose which verbs/commands to enter can be a good design decision -- if there are enough hints and enough variety of valid commands, but in this game you really would have been better served by taking a more "Choose Your Own Adventure" style approach like

"Should you . . . 

A) Wait

B) Go North

C) Drink Potion"

(+1)

thanks vm for your comments! Yes, you are right, giving more clues would be better. Cheers!