Hey, I'm glad you like it! I'll try to address a few of your questions/issues, since I feel that's my responsibility.
edawaru
Concept
This comic gets a separate category for concept, because the concept is great! It's original, and brings back great memories of old games. But, is the author really taking suggestions from readers? I can't find any evidence of this. He seems to be taking the story along a preset path of his own.
At the moment (While this comic is mostly unknown), I am relying on a couple forums I frequent to give me the bulk of the commands I use, so that it doesn't get stuck in the mud from inactivity. I have to pick from (on average) about a dozen choices, ignoring the endless "rape" and "suicide" commands.
Occasionally the silliness of commands reaches a point where I have no other option but to commandeer the keyboard myself, for the sake of advancing the plot and introducing concepts (Such as the "Lore" command) that the players probably wouldn't reach on their own.
edawaru
I enjoy the parts that seem like real commands one would type in a game (directly interacting with objects in the environment, silly things, etc.). Some parts are clearly just to move the story forward and don't seem like a game ("return home" and "embark on quest," for example). Things started moving fast and abstractly once Nico showed up; then it seemed less like real game commands and more like I was reading an ordinary comic.
When you use suggestions from the internet, you tend to get variety like that. Usually I will convert them to "video-game-ese", but sometimes they'll make suggestions like "Re-unite with loving wife and daughter" that I find amusing and will stick with.
edawaru
I also wish there were more problem solving elements, like in the games it is based on. So far there have been a few, but mainly it feels like things are moving along beyond the imaginary player's control, and despite the fact that the "player" is acting silly.
One of the problems with puzzles in this format is the combined ingenuity of the players. Where, say, a tile-sliding puzzle or a riddle would keep one player busy for a decent length of time, rewarding failure with death, the readers are likely to crack the code almost instantly, spoiling the fun of trying to solve it.
Planning the puzzles is another issue, as you'll often get completely unorthodox suggestions that actually would work. Writing a CYOA comic is like some kind of constant battle of author vs. reader.
However, despite the difficulties, I do agree with your suggestion and am currently working on some classic game-style puzzle goodness. Maybe later on I'll be able to implement more interactive puzzles via flash games or java, the future is a blank slate as far as that's concerned.
edawaru
Art
It's generic, but comical and appealing. I like the design of Nico, Fanette, and the elf deity. There are a few mistakes, however, such as that the pickaxe doesn't actually appear in the inventory for the longest time. The backgrounds often looks rushed, but there are some cute details, like all the mushrooms. It'd be better if it was less rough and generic. The semi-photographic-looking tree backgrounds are distracting, in my opinion. Lighting and rain effects come across well.
In regards to glitches, I try to fix those when I find them, but a few do slip past me. If you let me know about them, I will fix them though.
As for the picture-forest background, I must confess that's a bit of laziness on my part. My biggest struggle is trees, and I wanted something that wouldn't blend in with the foreground. But there shouldn't be very many (if any) more of those kinds of backgrounds in the future.
edawaru
Story
The story could be more original, rather than the generic elf-orc-human-dwarf world that is all too familiar. It's turning into "save love interest from bad guys," so I hope it will end up more original in the future and not so derivitave.
There actually is a much bigger world that's yet to be explored and elaborates on the races/gods/places, and the quest itself will be more than just a rescue mission. I don't want to say too much and give away my plans, but there's whole lots more in store than just a typical swords and sorcery adventure.
Hopefully this doesn't come across as being too confrontational or argumentative, just a few quick explanations. Thanks for taking the time to review!