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Yes, I understand. Programming Inform 7 games is something of a usability challenge. To be honest, I stuck with it anyway because I'm absolutely enamored with its world modeling system, so I'm probably going to stick with it for the forseeable future. I know it's not going to be to everyone's tastes.

That said, if there were particular commands that you had trouble figuring out, or commands you think really should've worked but didn't, I'm always up for feedback on that.

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There was the pamphlet in the begging of the game which put keywords into brackets. That could be another way to clarify which elements can be interacted with. So  if it's a "[white house] near a lake", I would know right away that trying to swim or draw water from the lake does nothing. If you format the game's text to highlight the keywords in some way, all the reader needs to do is guess the verb.

Just a thought I had in regards to how to keep the same engine but still make the set of actions the player can take a little more clear.

Oh yes, one more question. Did you go through the help menu? If so, did it help any?

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It did help. I actually went there fairy early, after "use chalk" and "draw circle" and the like had no result. Midway through the game I figured out what sorts of commands the game actually wants of me and progress was a little easier to make from there on.

Gotcha. The intro section is definitely a bit unusual as Inform 7 goes, and I didn't want people to get stuck there. I wonder if I should make it even more explicit.