The general concensus at a glance seems to be that the end was quite anti-climactic, and indeed I was disappointed at my premature success in escaping, without even confronting or at least hearing from the game master again.
I expected the NPCs to include all of our character options minus the one we picked as our playable. Was this the plan originally?
The spike puzzle was annoying at first sight, but deceptively interesting when I wrote down notes to solve it. It was also refreshing for me at least to answer riddles, not having thought of them for some time. That fox, goose, and sack of corn one was tricky if only for the fact that I did not quite understand initially that it was supposed to be a sequence of answers in succession, but there may or may not be a better way of presenting it.
If you want a more sinister tone (and that may or may not be what you want; I am not entirely sure), the doors' response to the wrong input would need to sound less merciful than "not what I was looking for...", which sounds more like what a sympathetic game show host would say to an unacceptable answer. If you can generate a sufficiently wide field of acceptable answers (are answers case-sensitive?), you can more or less get away with an emphatic "NO! PREPARE TO MEET YOUR MAKER!" or something.
I think my score in Legacy mode was 3175.
Since I escaped without accessing the computer, I played again to see what it was, so now I see it was not so important.