Amazing Quest is an abject failure of interactive fiction, if the definition of interactive fiction involves consequential choices, puzzle-solving, or mapping.
Amazing Quest is a resounding success of interactive fiction, if the definition of interactive fiction involves provoking the player's own creativity as they extrapolate story and context from a necessarily limited set of input and output. (Which I argue most good IF always does.)
Each game session tells a story. It's random, yes, but in a curated way with strong thematic elements, not bargain-basement GPT-2 word salad.
It's quick-play, suitable for the modern player with thousands of choices a click away.
The support materials are spot-on for the aesthetic and, more importantly, promote the player's own creativity.
Good interactive fiction.
Bad game.