I have fumbled my way through the game for couple of time and each case, losing to a trapdoor that cracks my head or being eaten by a plant and repeating same story. While playing, I thought back to what it would be like using a traditional adventure system and it was good reminder that good old parser games had saved me from a lot of problems choose your own adventure are guilty of, mainly hand-holding, condensced narrative with little clues and choosing to much for me. This last one deserves explanation. When I embark on an action, it seems to take me to a place with so many extra steps chosen for me that I'm sure if I was given the choice to I wouldn't have taken. The author reduces this by making it plausible why for example going through a right door will lead you a long narrow slippery corridor and eventually you will slip down a path and land somewhere. It's reasonable that I might go straight so far ahead after choosing a door. But, I would still be careful around doing it in the dark or after feeling sticky moss and not examining and fanilly without clues to what that entails.
As for the technology, it's impressive to bring the point-and-click system your parser game. I have made some games that are loosely point-and-click with <a> tags, and this took to new heights. Parser games will be far more accessible to new gens that expect such ease of game play.