One thing I've learned from writing IF is that it's impossible to please everyone; you can make something that some people love and some people hate, or you can make something that most people feel moderately positive about, but that's about it.
I think this game is well-done, and the author is a nice person I've seen on the forums. For me, though, I had a primarily negative response to this game for reasons not at all related to the quality.
This is a graphics-based game, where you enter text and get stick figure responses. It defaults to full-screen and has background noise and some slight pause between player input and response. You are a knight/stick figure man trying to rescue a stick figure woman rescued by a dragon.
My reasons for playing IF aren't due to nostalgia (I didn't even get into it until I had a toddler, in 2015); I love IF primarily because of its quick response times, its flexible and un-intrusive nature (as text in a resizable window that can be multi-tasked with), and, as text, its ability to be skimmed quickly and typed in quickly.
So this game has almost none of the features that I enjoy about IF, and I found myself honestly irritated while playing.
Grading it on my scale:
+Polish: The game is quite smooth and polished.
+Interactivity: On one hand, I was surprised that the game expected and acknowledged compass directions while telling the player not to use them; on the other hand, the parser was fairly robust and allowed for a lot of surprising interactions. I was baffled by the puzzles (I used a lot of hints) but given the minimalism and internal logic I feel they were fair.
+Descriptiveness: The art was pretty informative
-Emotional impact: As described above, my primary emotion was irritation.
-Would I play again? I would not.