It's interesting to see a terminal text-based adventure today, but it's rough to play without a lot of quality of life elements modern games have. I know not having a map is part of the experience but when the feedback of my location is limited to a terrain type and direction options it makes navigation a very difficult task.
Speaking of navigation, it seemed to be the only real gameplay element. Attacking bandits seemed like it should be a risk but early on I figured out just trying to attack them makes them flee and ignoring them caused them to steal something I was carrying - which didn't feel like a price at all because having anything didn't feel like an asset.
It all came down to my goal - I didn't know it. Foraging for items didn't feel worthwhile because I didn't know how owning anything would contribute to my goal - and thus losing anything didn't get me further away from it - and even navigating the world, which was difficult, didn't feel like making progress because I didn't know where I could go that would get me closer to my goal.
This feels like a barebones combination of a walking simulator and a sandbox game. Regardless of what my options are, none of them feel worth doing because they don't contribute to a goal (player-defined or otherwise) and while walking around I didn't discover anything that could have made the experience 'worth it'.
Maybe there is something further down the line, but unfortunately these elements combined into an experience I didn't want to stick out as I wasn't getting any impression that there was something I was struggling for.
I will note that these critiques are what the game was missing, not what it had. I'm sure with the right additions the base you've developed can evolve into something more.