The judging criteria seem pretty good, but do you think that also judging on literary technique might be important as well?
"Literary Technique" would be under the heading of "Impact", more or less.
Would entries be restricted to Adventure Cow games? Twine games in general? Any work of interactive fiction?
That is up to debate and whatever Chris decides. I'd venture to guess that it would be aimed at a select number of genres/tools, but not necessarily exclusive. I hope it isn't too restrictive because I'm actually thinking about creating my own I-Fiction library/tool that is inspired by my positive experiences with Twee/Twine.
Would works be restricted to unpublished games or would pre-written/published games be allowed?
I honestly hadn't thought of the possibility of using already existing games. But since you brought it up, I'd prefer them to be created just for the compo. This is just speculation for a possible compo in the near future, so everything is up for discussion.
Would something other than games be allowed?
The definition of "game" is pretty flexible. By many people's definition of "game", I-fiction doesn't count. I, myself, wouldn't count anyone out. For example, let's say that an entrant create in Twine a little app that carries out a short conversation with you. That wouldn't qualify as a "game", it would be something closer to a "digital-toy". And I would gladly accept it into the compo if it was my decision.
Let me mention that my vision of the AdventureCow game-jam/compo wouldn't be about "games", but "digital art". And by "digital art" I am referring to creative expression through a digital media primarily in the form of I-Fiction, Video-Games, and anything else that people can create and experience through their computer screens.
Hopefully this idea will inspire some to push various boundaries and create some things we've collectively never seen before or never considered possible.
Hmm, didn't even think about the possibility of teams.
I'm partial to single-man teams, but that is just the way I've always worked because I'm a creative-control freak. Again, this is up for discussion, but I'm biased towards smaller, more intimate, efforts.