For cross-referencing purposes, here’s the other thread where we talked about the extension issues on the Mac: Mac vs Windows extension building
Hmm, that’s strange, shouldn’t happen that way. It doesn’t occur for me on Windows Inform7 v10.1.2. Can you reproduce the circumstances? Is it always the case, even with “TEST ME” in a normal story that’s not an extension project?
That’s printed because, after storing the player’s input in the name variables during the “After reading a command” rule as implemented above, Inform’s normal input processing continues, and it thinks it should process the input “Danya” as a normal verb/command, which it doesn’t recognize.
To stop Inform from doing that, you need to “reject the player’s command” not just in the case of invalid name input, but also in the case where the name was successfully stored. (It may sound a bit counterintuitive to “reject” valid input, but at that point, we already did what we wanted to do with it, and just want to tell Inform not to continue processing the input as an action.)
So, you’d add that rejection at the end of the rule, after resetting the prompt:
After reading a command when collecting names:
[...]
now the command prompt is "> ";
reject the player's command.
For comparison, the original example is “Identity Theft”, cf. Recipe Book 5.2. Traits Determined By the Player.