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I'm impressed with the sense of place and exploration you achieved through descriptions and choices alone. It is also smart to flag areas in the game in which the interactivity can be enhanced with new techniques (like the inventory). Perhaps the biggest lesson to carry forward here is the way you build anticipation with the fire motif. I expecting that either fire will become a central narrative or mechanical component, or that it will be used as a red herring. What if I have been paying attention to the fire all along, when I should have instead memorize other aspects of Scrup's life? That's a narrative-driven mechanic made possible by you writing. Good job!