Priceless Vase Adventure (TALP), by Robert Szacki
This is a small ten-room game where the object is, well, to find a priceless vase inside a hotel. There's no huge storyline here, beyond that you are named Anthony Smith and are in need of money. You have a coin to start.
The puzzles to get through are, for the most part, trading. The trading doesn't make ultra-rigorous sense if you put your critic hat on (I still maintain that most people would rather eat a sandwich before playing sports than soup,) but if something is listed separate from the room description, it's important. There is even one dark room and one dark item. You can quickly figure they're related and you can use a light source–and that doesn't involve taking the lamps that are scenery.
You wind up having to guess two verbs along the way, which are not hard, though in one case, I tried to play it safe by adding a noun, e.g. EAT FROG instead of EAT, and the parser rejected it. Which was inconsistent with before when USE X didn't work, but USE X ON Y did. That said, the puzzles were fair.
ADL is a bit ancient, and as such, it doesn't naturally understand stuff like implicit nouns, like Inform dies. The confusion wasn't game-breaking, but this was frustrating in particular at the end, where I was in a slight "did I do this/try all possible combos of the command?" fog. In fact, at the end, I needed to spell something out, and I got pinged at first for not doing so, but then I remembered how to use the parser–because I'd seen it before. I don't know if ADL has this implicit-noun capability. We take it for granted.
This feels like a step up from the author's previous ADL efforts. The dark room provides some mystery, and the NPC interactions give the hotel some life, and the verb guess puzzles provide a good and very fair introduction to going beyond the basic commands. Stuff like double-dipping on important commands (e.g. taking something twice) is rejected, too. I guess my problem is that I was able to solve the puzzles because there was nothing else to do, and since the game had a solution, doing X had to be it. So I wasn't left as fulfilled as I could've been. And I wish more scenery could have been implemented.
This all feels fixable, though. The author mentioned he planned to tighten up certain things, and he ran into the deadline. And I've been there too.