Here’s how you’d make this work as a game:
Every in-game action moves the player through a location that has already been marked as visited and automatically quits the program. Thus, the player has no time to read the description of the room and even if they could, it’s so terse they’d just get the room heading. The puzzle of the game is figuring out that you need to use the out-of-game actions to make the room descriptions verbose and set the transcript so that when you act in this zero-move game, you’ll be able to read the transcript created after the program has quit out to finally be able to read the room description. 10 points to whoever implements this.