A deliberate choice on my part was for the player to continue to find new possibilities in the early Attic rooms far into the game. I think this builds atmosphere, though it means there's no neat division of the prologue from the middle game.
By the new year of 1994, it had grown up into Inform 4 and could produce games twice as large.
Eventually I found it had been working all along-but didn't show anything on screen until it had the first full page of text. I inserted 30 new lines, and suddenly my toy said 'hEllO woRlD'. An hour later I understood alphabet shifting rather better!
If pushed, though, I'd say that the next stage will be reached when it it's no longer true that about 75% of the best games were written in 1980's on the way to that.
I have been working on a more serious game, called 'Jigsaw', for about 18 months, but don't hold your breath. it'll be a while arriving.
Remember that 'Curses', being free, is circulated much more widely than shareware games, so it gets more than its fair share of attention.
With 'Curses,' I had a rough design in mind already, and in about a fortnight had the attics, the Unreal City and the garden fleshed out.
The single biggest is to stop the player from getting stuck and getting bored; always think like the player as well as the designer.
It's frequently over-praised now, and I've enjoyed watching a generation of 'angry young men' critics beginning to say, well what's so good?
Once the announcements were actually heard, there was a slow but gathering response. by the end of the first year, an avalanche.