I'm studying procedural generation at the moment so this is of particular interest to me.
Here are my notes from trying the demo (sorry if I repeat what others have said or bring up issues you're already working on):
* The compass seems totally useless, why not just put NESW on the map?
* There is no way of telling the time, is this intentional (maybe replace the compass with some time-telling device)?
* The mouse doesn't seem to do much outside of huds, could interactions be done with the keyboard (this would be a preferable option for me) or is there some mouse-specific control I'm missing here?
* The mouse click sound doesn't make it clear if the action is invalid or not.
* When talking to someone the text creeps over the bottom of the text frame.
* When asking about a location that is nearby I get the response "[whatever the start is...] to the of where we are."
* When asking a person about themselves they say they've never heard of them.
* The text parser is very specific, eg I asked for the "inn" and it was not understood, only "tavern" is accepted (despite this particular tavern having "inn" in its title).
* NPC responses are ambiguous as to whether the question was understood and the response is negative or the term is not recognised at all. eg asking for the "inn" got a reply that said there wasn't one in this town, but there was! It was just the term "inn" had not been recognised, this is not good.
* NPC names are too random, there seem to be very few rules governing their generation leading to unpronounceable and easily forgotten names.
* It would be useful to have a chat log and/or a list of all the names of places and people we've met or heard about.
* There is nothing to do between towns/dungeons.
* I found a lighthouse-type tower that I clipped through one of the walls.
* Why are citizens out all night?
* If a person has no news it might be nice to give some meaningless chat or gossip, eg "It's my niece's birthday tomorrow." "The price of beer's gone up; must be having shortages again." instead of a curt negative response.
* I can't tell if WAIT actually does anything.
* Will there be ing-game help and the ability to rebind keys in future?
Getting drunk is funny: I woke up outside the town sans trousers with a lump of troll ear hair and a note on fish pickling. Must have been an interesting night. I think the "get drunk" idea is a perfect illustration of the potential this project has: it just takes a few random items to pique the player's imagination and you can't help thinking up a story to explain how you ended up with these strange objects. It's all about creating unique stories.