As a text adventure, this entry covers all the bases. The Hidden King’s Tomb has treasures to collect, puzzles to unlock, and secret rooms to reveal. It’s a functional scavenger hunt, so this game continues a fine tradition that began with the earliest text adventures.
However, many of the early text adventures had extrinsic motivators, breaking the fourth wall to let audiences know when they were making progress. The Hidden King’s Tomb downplays these game-like aspects to leave players alone with intrinsic motivation. If you don’t want to find out more about the Hidden King and the events that led him to bury his secrets beneath “a lake dark and deep,” then there’s little reason to enjoy your exploration.
Interactive fiction has been called "a narrative at war with a crossword," and I would have enjoyed seeing more of the narrative that created these puzzles. I found very little backstory about the king, his queen, or other figures within the tomb. Many of the locations were richly described, but their descriptions fell flat when I tried to examine objects and features that weren’t implemented.
The introduction mentions “a labyrinth of locked doors and false vaults,” but I only found one locked door. The gameplay might have involved a labyrinth, but that might have been an issue with my own reading comprehension; I found it difficult to identify how different locations related to each other.
Despite my complaints about The Hidden King’s Tomb, I still managed to blunder my way to freedom. It was smoothly implemented, and I would have appreciated a chance to explore the game's world further.