Yep, I remember code 7 had a rather unique system of when I tried the demo back when it was first on kickstarter, though I didn't play through the hole thing.
I think I'll either really enjoy it, or find it frustrating .
As regards parser I suppose it's experience, but I haven't really had this "one with the game" thing you mention, for me it's always about working out what I want to do and then getting irritated with the game for not doing it .
I even had trouble with glowgrass which was supposed to be an intro adventure, though I did very much enjoy dreamhold.
I don't know what was happening in shade, but it is those circumstances which make me prefer choice script and the like, though I agree about the problems with Twine.
Seedship was exceptional, but other twine games I've seen have had horrible layout and on occasion entirely inaccessible output, which is a problem.
I'm glad the if community are working away from "we want parser! anything that isn't like zork is evil!2 since that was an attitude I saw before, check the spag reviews for things like wumpus 2000 and kerkerkruip and you'll see what I mean.
Maybe it's a preference thing, or maybe it's my weird way of thinking I don't know, but I do know which I prefer for input, of course with the problems I ran into I have played far more gamebooks than I have parser type stuff.
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)