I tend to find IF with animal player characters very charming, especially if the author really sells the idea that the character’s perception of the world is different from that of a human. The Bright Blue Ball does a good job here – I like that the PC experiences the world mostly through smells, as many dog breeds do. The descriptions of scents were simple, but well chosen, and since smell is a sense that IF usually does not do much with, it gave the game a fresh feeling. Parlaying this into a game mechanic of tracking objects by scent was also a fun and unusual idea, if a little under-used here. I also appreciated the hint system – something a lot of first-time authors don’t think to include.
(On a side note, I was delighted that “bark” was a recognized command, but my childhood dog would have been disappointed that “chew [noun]” was not.)
Unfortunately the game does have a lot of the problems common to first-time parser authors, such as under-implementation, missing descriptions, and accidentally unlisted exits, the latter of which led to a few instances where I had to figure out how to progress by repeatedly bumping into walls (which, to be fair, is not out of character for many Golden Retrievers I have known). But these things are fixable, and I think the fun concept and endearing writing speak to the author’s potential.