
The good things
1. I finished
When I began, I felt for sure that I wasn’t going to be able to get this done at all. I had major time issues with things going aside Ludum Dare, and I was nervous as time ticked on. I was glad that I had finished it though when I got there.
2. I learned more about the language.
Inform 7 language, to be precise. I had little past experience other than a couple of projects that didn’t go anywhere, and this allowed for me to get around to trying new things, testing the extent that I could utilise it. Sure, it was simple, the puzzle element. But it should be able to help me for next time if I do choose to use it again for the next Ludum Dare.
The unfortunate
1. Time management makes messy things.
I often leave things to the last moment, but my work really interfered with my time in working on my game. Several hours wasted as a result, and thus less time to do all the other things that make a game stand out.
2. Under-testing
Time pressure on, there wasn’t much time to test my game. Sure, I had a ‘test me’ function that I used for a bit, but I didn’t have that much time to go through all the possible interactions possible. If a toilet can be picked up, that’s probably the result of my efforts in testing.
So, what now?

I may go back to the code, I might not. I don’t think I may modify the story any further, but I might in the case that your computer goes sentient as result of running my game. Ludum Dare 23 was quite a good experience (my first experience though, so good might be relative), and I will be getting to the next one, provided I’m not being swamped by any more bits of work out to get me.
Oh yeah. Give it a go if you haven’t already. It won’t take too much of your time. I promise.