It's not a horrible attempt to just play around with options. It's quite enough to tweak a bit so that you can see what you can do better, and then go on to a short game or one-room game.
The graphics are a bit painful, but you're aware of that since you do a bit of self-mockery in the dialogue. The dialogue has its good moments, but the drug references and slang become tiresome pretty quickly. Poking fun at your own screens and simple puzzles works for a mess-around game, but I'd rather see something done where these elements are fixed instead.
The first screen I started on had psychedelic colors. I'm assuming that this is a palette problem. You could change it to a 16-bit game, but with the small amount of colors, there's little reason to. For 256-color games, keep the character palette/room palette in mind.
You seem to have gone through the beginning segments of the tutorial as well as searching around enough to hit Kafka's page, so you might just want to figure out how to do the same things better.
No reason to be horribly embarassed, it's just that most people don't post their initial attempts at screwing around with AGS. If you'd posted something like:
This was my first attempt at messing around with AGS, and I was wondering how I can improve A, B or C . . . then you'd likely get more helpful responses.
Honestly, disregarding the graphics, I've seen countless submissions that were far worse as far as time investment and effort goes. It seems you actually invested some time in this, just work on polishing the 2nd (or 3rd, or 4th) attempt a bit before you put yourself out there.
The graphics are a bit painful, but you're aware of that since you do a bit of self-mockery in the dialogue. The dialogue has its good moments, but the drug references and slang become tiresome pretty quickly. Poking fun at your own screens and simple puzzles works for a mess-around game, but I'd rather see something done where these elements are fixed instead.
The first screen I started on had psychedelic colors. I'm assuming that this is a palette problem. You could change it to a 16-bit game, but with the small amount of colors, there's little reason to. For 256-color games, keep the character palette/room palette in mind.
You seem to have gone through the beginning segments of the tutorial as well as searching around enough to hit Kafka's page, so you might just want to figure out how to do the same things better.
No reason to be horribly embarassed, it's just that most people don't post their initial attempts at screwing around with AGS. If you'd posted something like:
This was my first attempt at messing around with AGS, and I was wondering how I can improve A, B or C . . . then you'd likely get more helpful responses.
Honestly, disregarding the graphics, I've seen countless submissions that were far worse as far as time investment and effort goes. It seems you actually invested some time in this, just work on polishing the 2nd (or 3rd, or 4th) attempt a bit before you put yourself out there.