Latest dilemma is more like a design issue.
The game has a meter which measures health. It starts at 100 points and decreases (at best guess) 1/2 or 1/3 of a point each time the character moves. Once it reaches 0 (zero), the main character dies. This comes into play at one, possibly two, points in the game.
In the current room that I'm working on, the Broken Branches, there is a Sparkling Spring. According to the book, it doesn't seem to serve any other purpose than to replenish the main character's health. At least not from what I can find.
If I put in a health meter into play, there is another place in the game where I could use it, and that's in Snelm's Lair. In the text program, the player is able to eat the mushroom and it replenishes the main character's health. Currently, the main character searches the mushroom bits, finds a piece of parchment, and then the mushroom is discarded.
The other design issue at hand is: Do I make the health meter visible? Do I put in "health meter warnings" (such as "Boy, I can surely use a drink about now", "If I don't have something now, I'm going to faint", "Unless I get some food or water in the next 10 turns, I'm going to die"), or do I do away with the health meter and think of something other use for the Sparkling Spring?