Ah, the ancient judges' lament. If it's been said once, it's been
said a hundred times. "Please do not enter your exercise or practice
games into the comp." But if you must, this is basically the way to do
it.
This is a "toybox" game, where there's a bunch of random
mostly-unconnected things, and you poke at them, and eventually you
got tired of it and leave.
It's also pretty clearly a first game. There's a fair number of
beginner mistakes like unimplemented scenery, and actions taken in the
room description (an object can be called out as "catching your eye"
even if it's gone, for instance). Custom verbs have no default
behavior, so trying them on unexpected objects just gives you a
prompt.
A running gag throughout the game is that the game pauses for you
to hit a key constantly; a complex description will easily have
six or seven components. This lends a staccato rhythm to the game that
is unusual in IF. It manages a few jokes that otherwise wouldn't have
worked, but I don't think it works as a general technique.
Oddly enough, this game would also be improved with a score; the
frame story says you're testing a virtual environment, and a score
would be a handy way of accounting for how much of the game we've
seen. It would have an in-game justification and an out-of-game use;
as it is, we have to type WALKTHRU to see what there is to see, and we
aren't allowed to spell it right, either.
This seems like a litany of complaints, and it basically is. And
yet, it's still got its high points. The writing is generally pretty
decent, and some of the toys were fun to play with. (I'm a huge nerd
and actually sat down and worked out the probabilities to get an
optimimum strategy for the dice game; but hey, that means I was
engaged, right?)