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I haven't progressed very far in this - it has a sort of 'pick it up and put it down again over a couple of weeks' feel to it (retro in itself), rather that racing through it in an hour or two like many of the other entries in the jam, so I'll come back to it but give you my thoughts now.

This is certainly the wordiest thing I've seen done in Adventuron since, well, my game - and the style is not a million miles away from my own. So naturally, I'm predisposed to love it - particularly as it is written in third person, which I prefer.

You descriptions are wonderfully verbose and characterful and the Wodehousianisms sound pretty authentic to me. I'm not actually a fan of Wodehouse - I find the style a bit wearing in print - but it works very well in a game like this. I'm impressed that you doubled up the effort to provide a non-Wodehousian version (that must have taken a bit of extra work), which reads like a SparkNote translation of the original; I'm sure many players will appreciate it.

The whole thing has a very 80s-era feel to it: partly because of the style and the retro font that you've used and partly because of the puzzles: they are old-school hard and I'm not the most adept puzzle-solver (my aspirations to be so usually fall foul of my patience when confronted with something not fairly easily solvable). Some specific in-game hints and/or a walkthrough would help greatly here I think. I made a game without either and then quickly went back and added both when it became apparent that it was proving to be too hard and impatient players were getting stuck immediately,  which is more or less my experience here. I'll persevere, but in-game help would be a relief.

In terms of implementation, it's been very thoroughly proofed and there are no typos that I've spotted. No real bugs either, although there are a few non-implemented objects that I've noticed produce contradictory  'it wasn't there' responses on an attempt to GET them (the jars and tins at the grocer's, the clothes in the wardrobe). I also had a sticky moment in the bookshop where I could find the book but not buy it  - the ability to do either one or both of those is supposed to be triggered by the encounter with the charity collector, I think, but I don't think I'd met him yet when this happened. Another thing to note is that your location graphic in the first scenes is a bit confusing as, for example, the police post is depicted to the east (right) but that is where the bookshop is in the first location where the graphic is displayed. I get that the pictures are more decorative than illustrative but I wonder if there is a way of making it a bit clearer that the picture doesn't depict your  immediate view (I'm not certain how - perhaps a legend 'Whitherley Village Square c.1926' or something). Something to consider in any case.

All in all then, I do like this a lot but it feels like it will take a while to crack (just like in the old days). Accessibility in text games is a big consideration these days, so I understand, so I'm not sure how it will fare on that score (of course, I'm deliberately overlooking the possibility that I'm just being thick), but otherwise it is an original and excellently written game so I'd say it's well worth the effort to persevere with it.

Thanks for your feedback! Yes, there are a fair few failings in my game that I know of, that I didn't get around to fixing before I ran out of time. I'm fixing some of the smaller ones as I go along, hoping that not too many people are playing my game yet, but some things like the limited number of location graphics are probably not going to be a part of that. Adding a caption as you suggest may be a good compromise. I'll be writing a post-mortem in the next day or two and posting it to my 'blog, which will probably talk about several points like this.

The bookshop bug is one that I think I caught and patched just before I read your comment, so now hopefully Bartie won't find the book at all until he's met the collector. The "missing" scenery items might remain so unless/until I do a revised version after judging has finished, because as much as they break immersion, I don't think that they heavily impact the overall flow of the game.

I've also just added a hint system, which may help you if you're still stuck. Just type HINT at the prompt to see how it works!