What I like about this game -- and it is to me more of a game than a story -- is the creative use of the circular structure. This by no means the first storygame to employ such a structure, but they are more complicated to write and design, so kudos on a glitchless first attempt.
What I found less impressive was the weak narrative. I explored the rooms of the cabin because the requirements of the game forced me to do so, but not because I was self-motivated to do so. For instance, all that happens on the first round is that I enter through the front door, exit through the back, and then the game restarts.
SPOILERS AHEAD!
And about those restarts: as they are used here, they are too flagrantly a gimmick, and not a compelling part of the narrative. At the end of each round through the cabin, I have to actively choose to restart. If I hadn't read the game's description, I'd have no idea why. The game does become more interesting with the successive play-throughs, but based on the outcome of each pass, the protag has every motivation to flee as fast as possible, not go back and start again.
And how is it I can remember some things from the previous rounds, but not others? The internal logic of the story is not evenly applied. For instance, each time the demon appears, it is described anew as if being seen for the first time. But I can remember burning the chair, and when the barn and shed appear I can remember they weren't there previously.
This looping structure reminds me a lot of the movie "Groundhog Day" and the ST:TNG episode "Cause and Effect." In each case, the characters are caught in a time loop, forced to relive the same events over and over again. But although the circumstances are the same each time, the characters retain some memory of the past loops, and this changes the experience. The loops are involuntary, and figuring out the way to break the cycle becomes the primary motivation.
In terms of the gamebooks of old, I recall the "Escape from Frome" and "Escape from Tenopia" series used a similar branching structure. You didn't die in those books, but you did wander in circles and hunt for the links that would move you closer to the goal.
As for "Inheritance House," I hope the experience of writing and designing the game proved to be a valuable experience, and that you have learned some useful new tricks to employ on your next storygame.