@zarf (But I do see a strong parallel between Twine, Bitsy, and PuzzleScript – intentionally low-res tools meant to entice people into using them.)
In terms of story structure I can see similarities between Twine and Bitsy, as Bitsy rooms are roughly equal to Twine passages.
However, I don’t really consider Twine low-res as it doesn’t have any visual design limitations compared to HTML and Javscript; it’s just an easier way for developers to make use of those tools. By contrast, Bitsy does have definite visual limitations (which help to set the engine apart, possibly for the better).
Strictly on the visual design front there is also Zdog. This is meant to be used for 3D modelling in web pages and provides access to HTML’s canvas a bit like Twine provides access to HTML and JS.
@Tobiasvl However, the interactivity in most IF games seem limited to moving around and interacting with the world/fiction, which usually is very linear. Very rarely does a game have any choices or meaningful interaction.
@HanonO There’s no combat nor a deep puzzle system (I think there might have been a limited number of flags to set?), so many games are built out of “find all the apples/triggers” with flavor text appearing occasionally which lends to exploration IF-like experiences.
If I get around to playing more I might try and create a taxonomy of Bitsy games: some games rely on collect-the-objects as you mention, some games heavily on hidden triggers, others rely more heavily on the player playing as an “item” rather than a character such as a fishing hook, other games are mainly canvases for graphical art.