I am passionate about art that is thrown together without a lot of preparation or revision. The energy and excitement of extemporaneous creation doesn't always result in "great art" or even "good art," but it's exciting! And energizing! This is my excuse for the many rough edges of the interactive fiction text adventure computer game Craverly Heights, the first version of which I believe I designed and programmed over about a week.
The narrative of the game (mainly inspired by Second City Television) concerns acts of extemporaneousness similar to the game's creation, and I like to think the game creates the sense that the characters, the player, and the author all don't really know what's going on. So it is ironic that this game has been painstakingly recreated several times, in several different programming languages:
It is very gratifying to see all this attention being lavished upon my work, and I welcome any other efforts along similar lines. If you're reading this, you have my permission to translate Craverly Heights to any text parser language you please, or to reimplement it in Twine or Unity or RPGMaker or whatever.
Thank you for your interest.