The mechanics of Swap Wand User are pretty simple. You're given a jumbled sentence, and you SWAP (WORD1) (WORD2). These words must be of the same length, which gives the player a pretty clear impression of what to do.
There are eight puzzles, and they become more than just one sentence, which may sound taxing, but of course there are clues. If you have a capitalized word, it probably begins at the start of a sentence. Proper names belong together. And so forth. These were small realizations, but they made me feel smart. I'm not sure if there are many more such strategies to be uncovered from this mechanic, but I wouldn't mind a sequel that showed off a few more or was even a bit of a retread.
The sentences and eventually strings of sentences lay out a story, one in tune with Getting Things Mixed Up. It has a healthy dose of instruction manual tone crossed with "okay, something clearly went wrong here in the game world." It's interesting to feel both relegated to the sidelines like this and like I'm changing things--we never physically meet the characters, but it's our word swapping that helps unravel their fates and learn about them.
The pace and scope seem about right. Certainly I had the feeling of "this can't go on/be too big" but on the other hand it didn't try to tie things up too quickly. The longest puzzle has a lot of tension in it, because you do want to unwrap the tragedy, which itself involves people getting things jumbled up in the game world, but you don't want to do so too fast. And I've found it made me focus--a lot of times I can play or read a text adventure/interactive fiction for speed, and this slowed me down about right to have time to think.
On the abstract side, it reminded me of how I enjoyed doing the word jumbles in the daily newspaper as a kid (e.g. "WHELIA" to "AWHILE,") until they got too easy and I really didn't. (I moved on to crosswords and enjoyed being baffled there.) Word jumbles only had so much scope. I'd hoped for more, and with SWR I definitely found some more.
So I liked it a lot but my technical side couldn't ignore one option SWR had: I'd have liked to see a different sort of help toggle than the hard/easy given. Easy, indeed, made it too easy and left me open to the temptation of brute-forcing things (it puts correctly placed letters in BOLD,) and in hard mode, my energy was directed toward the pedantry of finding and remembering which words had the same length, which started to get in the way of the fun of solving the longer puzzles.
Given that you can only swap words of the same length, it'd be interesting to keep track of which can be swapped somehow. Perhaps
(4)best (1)I (3)the (2)am
Or
4444 1 333 22 (with 10+ using a, b, c, etc.)
best I the am
Perhaps this would put the game over the 500 word limit need for (I think) contributing to the Short Games Jam as well. In this case having the constraint helped the author produce something original that didn't muck about. So maybe Twine would ultimately be better for the very smoothest experience -- different word lengths could give different colors, and we could reuse them eventually as, say, nobody's going to confuse a 10-letter word with a 1-letter word. The JavaScript in the clicking interface there would likely be even trickier than Inform, where the swapping still seems nontrivial.
Maybe this is better reserved as technical feedback for the author. I know I wound up playing then being glad to come back to it a few hours later to check things off before writing this review.