This game uses a choice-based format I haven't seen before, where clicking on highlighted words opens a pop-up window with both more text (which can have its own highlighted words that open more pop-up windows) as well as action options at the bottom.
This system is genius, and could become a very popular choice if it were easy to write in and implement.
Unfortunately, I think this game was not a good choice to showcase the engine.
The game is about trying to dispose of toxic waste near a creepy forest.
You aren't really told what to do, except to find a manual. But you can't read it since it's dark; there's a flashlight, but it dies after a few turns. So I ended up with no light source before finding the manual.
I got out and explored, and couldn't find anything but an empty forest and a truck, as well as some background things that run away if you look at them. I found a hose, but nothing to attach it to. After a while, I restarted the game and used the flashlight right away on the manual, discovering that there was a valve somewhere.
That's when I found out, by looking around, that the truck is in multiple locations, and which location you're in changes what you see on it. There was no hint of that given in the game, and that behavior is different than the vast majority of parser games I've played. Innovating isn't bad, but I'm not sure how I was supposed to guess that examining the truck in multiple locales gives different responses.
So I eventually figured things out, and was close to doing my job, and then I died. But that's okay, because that's one ending and an achievement.
A lot of the game involves waiting for a long time, but there's no way to just 'wait'. I found out you can just talk to Bill dozens of times.
Overall, I think this system is fantastic, and the author's writing has a lot of highlights, and there aren't any bugs. I just got frustrated with the gameplay style. I would absolutely love to try a wider variety of games using this system and/or written by this author though.