Pretty good execution, I was entertained. I didn't mind the puzzle difficulty, though the answers felt arbitrary. It was confusing going back from @left and @right to @door, which seemed puzzling for sure but guessing's no fun.
If the language were clearly built up on the screen (syntax, literals) it'd be easier to work with the EEM. Showing the bound functions would help, too, but would demystify the puzzle aspect. Sexps are more natural to me than this super sugary syntax that leaves you guessing, more or less. Guessing language syntax is no more fun than guessing random numbers. :( I would definitely play an Episode 2.
Many people have complained about @door vs @left/@right - the reason for that obviously was poor decision-making during crunch time.
Making the game accessible to non-coders (it is - they just take more time - but are usually better at riddles) was hard, and caused some hard decisions to be made.
I'll try to make Episode 2 more polished. All this feedback is very valuable, though.
As someone once said: "If you're not ashamed of it, you haven't released it soon enough".
If the language were clearly built up on the screen (syntax, literals) it'd be easier to work with the EEM. Showing the bound functions would help, too, but would demystify the puzzle aspect. Sexps are more natural to me than this super sugary syntax that leaves you guessing, more or less. Guessing language syntax is no more fun than guessing random numbers. :( I would definitely play an Episode 2.