This was cute. The general tone reminds me of when I was twelve; this sort of thing was the height of comedy back then. It's still amusing, but for me it's now more nostalgic than funny. I could do without the scrolling text effect.
We're here to hunt the Wumpus -- or whatever the "main monster" is called. Every iteration of its name is spelled differently, some variation of "Wampiroo", so it's never entirely clear if we're after a vampire or a large marsupial. (Okay, that part stuck me as more funny than nostalgic.) The means to defeat it is immediately on hand, and its lair is right in front of you on entering the dungeon; this could be a Very Quick Victory.
Of course, things get mixed up a bit if you try exploring first. After all, it can't possibly be that simple, right? Well, yes and no. Accomplishing our original stated goal is in fact that simple, but is that what we really want? Exploring the dungeons, we encounter a number of other monsters, most of which could be easily defeated by the weapon we have in hand; defeating them by other methods, however, is both more satisfying in itself, and opens up the path to a more satisfying victory of the game.
So it's all very meta and post-modern. There are three stats being tracked, which do not appear to have any in-game effect at all, their only purpose apparently being to reference roleplaying games in general and dungeon crawls in particular. At least one creature communicates intelligently with us, espousing a melancholy philosophy that stands out in juxtaposition with the gung-ho narrative tone. In the end ... well, to be honest, I think the final statement is a relatively simplistic moral, but there's evidence of some deeper thinking going on here than might be otherwise expected from the introduction.
I guess you could play it both ways. You could play it like Froot Loops and chocolate milk, or you could play it like lemony madeleines dipped in fair-trade coffee. It's up to you.