@incobalt One thing I didn't know (and still don't) is how hard this kind of game in this kind of context should be. I know part of the answer is probably some sort of adaptive hint system, but as I mentioned I'm not very experienced with inform so right now I don't really know how to do that. More scenery could be easily done by not messing up my sleep schedule with too much caffeine early on so I'm not a zombie half of the time :). And yes, I'll also use that as my excuse for the acronym mistake! (Or maybe I'll say it was part of the plot, the entire world being a bit off). Thank you for your feedback, this sort of response is what I need to want to use inform again next time!
@trystan-sarrade yes, if I do this sort of thing again I'll definitely try to make it friendlier for people who aren't used to this sort of thing. Thanks for trying it out anyway!
@andre-van-zuydam music is technically possible I believe, but I haven't tried it. I'll have to play with the various tools people use to create music one of these weeks. I tend to feel music doesn't matter a lot and I prefer my own background sounds, but then when I play a game with good music I do enjoy it more so I know I'm wrong about that. Ascii art, hmmm... Yes, that's something I might try!
@phlip45 the astronomer is great because he doesn't care about anything other than looking at space, which means the default responses inform provides for a person work very well (he's unimpressed, he isn't interested, or he doesn't reply). I wasn't sure at all if I wanted an actual NPC in the game because one of the things I *do* remember from back when I played a bit with this is that conversation is hard. (hint: after taking the screw you could have taken something else in the screw warehouse)
Again, thanks for all the great feedback! I now know the game was too hard, too easy, too subtle, and not subtle enough, which I think means I fit into the genre properly :)