Yes, that's what I meant!
Though maybe I'd better start adding that entire sentence as a command in any future games, just to be safe and make sure I cover every possibility.
Losing enthusiasm for a game you're in the middle of writing is a pretty common experience too, sadly, especially if it's a big ambitious product. When that happens it usually is best to either work on something else, like you said, or at least take a step back and figure out where exactly you're trying to go with the current one and what's the most efficient way to get there. No sense in forcing yourself to keep slogging along until you hate even looking at the game.
At least you can take the lessons you learned writing this one and apply them to a new project from the beginning, which should make things go a lot smoother.
But I definitely do agree with your last point; being a perfectionist trying to cover every possibility while trying to get a handle on a program you're brand new at at the same time is the worst thing you can do to yourself if you want any hope of actually finishing a game.
Look at me, I'm writing a ridiculously simple 'collect the magic gems' style of game just for practice with Quest and it still gives me a huge headache most days. Writing an IF game is never easy, and writing some huge epic one is something you have to work up to.