The story was exuberantly silly, which could be irritating but which I found charming instead: it allowed the game to rise above its yes-no format. I think that the game would suffer if its silliness were squeezed into the conventional command-line format, or if the yes-no format were used to tell a more serious story. And by serious, I mean something that doesn't appeal to my inner six-year-old.
Figuring out how to get the best ending was perhaps the best "aha!" moment for me in the entire comp: here was a clever, subtle puzzle which called for the player to use the game's own supposed limitations against it -- how delightfully meta, and now the reason for the yes-no limitation became wonderfully clear. This pulled the game up by a notch or two in my estimation.
On the other hand ... it's still a silly game with not much more than the one puzzle behind it.
As a breakfast, this would be a blueberry pancake and a warm cup of chocolate milk.