For a first foray into Twine, this is a mighty promising game. The narration perfectly captures what I imagine the internal lives of crows to be like. The included artwork is gorgeous. The final battle, where the player has to quickly discern the pattern in a rock-paper-scissors-like sequence, suits the game perfectly: its short length adds pressure to figure out the way to win, while preventing the battle from becoming tedious once the player has already figured it out.
The gameplay of Crow Quest feels very experimental, and this final battle is the one part of the experiment that really lands. Elsewhere, the small scope of the game shows its limitations more readily. The bulk of the game consists of random events which quickly become repetitive. The item selection at the beginning is a fine idea, but quickly ends up feeling meaningless as the items become exhausted and cease to be relevant long before the game is over.
An expanded version of this game would be of much interest to me, though I believe that to carry the concept to its fullest execution, the author would have to take the plunge and craft a more elaborate plot with a clearer throughline rather than relying on random and largely disconnected events.