The intriguing title and premise of Crystal and Stone, Beetle and Bone seem to draw a fair amount of interest (with over 50 people having put it on their wishlists), but not many people seem to complete the game (only 10 people having marked it as played). The first and only work published by author Jenny Brennan, it does an admirable job of avoiding first-timer foibles and presents itself as a fairly lush setting complemented by above-average coding (especially considering that it is written in Inform 6).
In this work you play a deity -- a much-weakened monotheistic deity with fairly limited powers. In fact, the bulk of your influence on the world comes via your lone remaining follower, Lornedei, whom you granted certain abilities at birth which are now coming to fruition. You must guide Lornedei in her quest, which is oddly unspecified despite the fact that you are the one bestowing it. As the player, you are told only that the people of the world do not see a "coming darkness," so discovering and addressing this becomes the natural goal.
The world is presented in a rich, multi-sensory manner, and locations are lovingly described in terms of light, color, sounds and smells. There is lore to be found, and artifacts of the past, which together slowly tell the story of a catacylsmic change and a world left out of balance. There are many creatures with whom Lornedei will interact, helping or hindering her in her journey.
As play progresses, it turns out that you are not the only influence on the world... or on Lornedei. In her travels she can come under the sway of a malign entity, or simply become distracted with worldly matters. Interestingly, the work allows completion of the story under these altered states, with corresponding consequences for the fictional world. As the player, playing god, you will make the ultimate decisions.
CSBB is extremely player-friendly, with an in-world hint system (in the form of a summonable talking firefly) that provides strong nudges via ASK/TELL interaction. There is also a complete walkthrough available in-game, delivered in segments upon request, which describes how to reach the multiple endings. The limited lore divulged in the story hints at a deeper structure that is not made explicit. This grants a dreamlike quality to the work, which is enhanced by the intuition-based logic governing many puzzles. The author's voice is slightly inconsistent, occasionally breaking through with bits of detached and/or denigrating humor. An examination of decompiled code suggests that many possibilities(Spoiler - click to show) (e.g. your death at Lornedei's hands, her willing self-immolation, or surrender to and cooperation with the forces of darkness) are possible for the player who does not wish to see a conventional happy ending.
Although this game was enjoyable and interesting in its "standard fantasy" mode, it does have some flaws. There are bugs to be found, even in version 4, as well as various typographical errors. None of them are very serious, though it is possible to crash the game via stack overflow when (Spoiler - click to show)messing around too much with pouring water on things, so save often. Some objects seem to be red herrings. The largest flaw is that it seems slightly incomplete -- truncated in certain aspects, whether due to the author's weariness or wariness. It is compelling enough to recommend to those who aren't disappointed by loose ends, and it is worth study by would-be authors for its implementation style, which provides a smooth gameplay experience.