Hi, thanks for the feedback. I'm the author of this game.
I'll address just a couple of points here — the ones that I think are easy to answer quickly. The other points are at least as interesting, but will need a full blown article each (which I plan).
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Why is there a little loading bar after success/failure? At first I'd assumed it was doing work on the server side, but DevTools says it's not making any network requests on success/failure. So why the loading bar? Or, more to the point, why is it so slow that it needs a loading bar??
There's no work on the server, the whole game is client-side (executed on your computer). But there's a lot of work on the client-side — for example, each paragraph of text during combat is at least 3 actors planning their moves at least 3 moves ahead. Not simple planning, either, more like playing chess with 3 different chess computers where outcome of each move is non-deterministic. (STRIPS planning — probably worthy of an article in itself.) So, none of these paragraphs is pre-authored. The actions in these are dynamic and then programatically stringed into a (hopefully) interesting prose. All of this is computationally expensive, and so you see the loading indicator.
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This is more of a technology demo than a full-blown game
Sorry to hear that, and I don't agree (otherwise I wouldn't be submitting it). There is polish I'd love to add, but I wouldn't call it a tech demo. Of course, I'm biased.

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I tested it on iOS Voiceover and it didn't work.
Accessibility is definitely one of those things I'd like to add, hopefully soon.
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Repetitive text-based descriptions of battles are surprisingly boring. When you watch a spiky-haired protagonist swing a sword at a troll and the number "73" pops up over the troll's head, it moves fast; feels tight. "You swing your hammer at the troll and do 73 points of damage" is just not as fun, especially when the text is repetitive. ("… and do 48 points of damage" "… and do 87 points of damage")
That's why there is none of that "73 points of damage" in this game. You get prose like this (I just played to get a fresh paragraph):
> You hurl your spear at the orc. The spear rams into the orc's shoulder. The orc yells in pain, and looks at the goblin. "Now that is practice," he says to him. He lunges at Briana and she sidesteps him. He falls to the rough floor. The goblin kicks Briana's shin. But she doesn't budge. "You don't understand," the orc growls. "No matter how many of us you kill, there will be more. And when we get you, we will eat your face alive." He smirks. "You mean nothing." Briana punches the goblin's jaw. He staggers off balance.
So far, testers have enjoyed this. There's much room for improvement, of course. But as I said, the above paragraphs are not pre-authored, and there's a very small chance you will see the same paragraph as I just did. And there is no "you get 73 points of damage, he gets 20 points of damage" kind of grind.
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Why would an interactive fiction author prefer Egamebook over Twine, ChoiceScript, or Undum/Raconteur? I sense that the primary answer to this question is: "It's written in Dart!"
Not at all. The actual technology and language doesn't matter (and I admit I'm talking about Dart too much on egamebook.com — I got too excited when I was writing that page). What matters (to me, at least) is that you can build a simulated world and have it described procedurally, automatically. AFAIK, that's not what you can do with Twine, ChoiceScript, or Undum/Raconteur.
My goal here is to enable indie "Skyrims" in text. The submitted game is not Skyrim in scope, of course, but I really believe it's a step in that direction.
In other words, ChoiceScript (which I know is your project) and Egamebook are two different beasts. I think most IF authors will pick ChoiceScript, and rightly so. It's excellent. Egamebook is more for game developers who would normally try to express themselves in 2D or 3D graphics. Now they have the option to go with text. You do need a programmer to build this kind of game, though.
This particular point is important to me, and I will definitely be expending it into a full-blown article.