RenFaire medieval with an anime flavour; textdumps abound, there's rather flat humour and a great deal of bishounen faerie mages kissing. The world is full of sparkles and flowers and pretty details. Even if this isn't really your thing, it's an unusual style for IF; the world feels oversaturated as a Technicolor musical. What starts out looking like a standard-issue D&D quest turns into a grand struggle between high-powered mages... or, well, that's the idea.
Gilded is mainly of interest because of its horribly overpowered magic system. The player can shapechange at will, but this is the easiest aspect of its design: you can also magically create and summon objects. This would suggest a creative, simulationist approach to puzzles, but... well, imagine Scribblenauts with a plot, an antagonist and an expansive setting, but without clear, limited objectives. Now imagine it as implemented by a single author of moderate ability. You can create or summon virtually any object, but the game almost never understands the implications of this. Your antagonist is digging a hole; you summon his spade, and he keeps right on digging. You can summon the pants off NPCs and they carry on regardless. And sometimes the system just fails entirely. You're faced with an impossibly vast array of options, almost none of which do anything significant.
This is compounded by writing that doesn't always successfuly convey what's going on with the plot. The result is something that relies on read-the-author's-mind, that's near-unplayable without a walkthrough and difficult even then. Gilded isn't exactly a work of mad genius; its core mechanics are all old ideas, just hugely overextended. But it has a strange charm, and its design is a useful cautionary tale.