Writing
I liked the contrast between the rather purple style and the very goofy events. Lots of typos, though.
Story and characters
There isn’t really an overarching plot, just a bunch of amusing misadventures the player character can have. There are very few decisions to make and little logical connection between choices and consequences. A good chuckle.
Implementation
The game is written in a custom engine that abandons many IF conventions such as abbreviated commands, lacks many verbs like “drop”, and says “undefined response” quite a lot. I found it clunky and unpleasant to use. It also doesn’t respect reduced motion, but that’s an easy fix, I’ll open a pull request.
Cute easter eggs: the door’s response to plugh/xyzzy, and the many responses to trying to have sex with various objects.
Puzzles
It’s fine to have a game where the player must make a decision with insufficient information and has little time to act. It’s not the fashion nowadays, but it’s a reasonable design choice. It’s however not fine to do so without any way to save.