Hi everyone, just wanted to pop in and respond to some comments.
First of all, thank you all for playing the game. I'm overwhelmed by your kind words thus far.
Second, I must admit I'm a little surprised for the mentions about the music. It took me about 3 hours to do, including learning how to use the software; I was worried I wasted too much time on it, but now I feel better about taking the time on a custom soundtrack. The drum track was done in Hydrogen and the MIDI sequencing on Qtractor, if anyone was wondering.
Also, thank you for the constructive criticism, especially from Christina Nordlander and Udo... I've fixed the typos where I could find them, and the next version will have them worked out.
I specifically wanted to respond to Christina Nordlander's post. About the plot, I definitely agree it needs work. I really wanted to focus on the setting, atmosphere, and mood, especially on the limited time frame. The pamphlet thing was actually supposed to be humorous, I left it in purposely. And right now the framework doesn't have any knowledge or state other than your inventory and location... for a more complex game, there would be a record of the player's actions and repeating actions could possibly have different effects, for example, when you talk to the bum when the power is on, he still says its out. Stuff like that.
Finally, I plan to clean up the code and release it as a text adventure framework. The ultimate goal is to write the entire games in XML alone (right now level data is all XML but actions are implemented as a series of Javascript callbacks).
Again, thanks for playing the game, my twitter handle is @fuball63 and my email is my username at yahoo.com if you want to chat.
See ya!