Thanks for the compliment regarding the dialogue. If you liked the recall mechanic, hopefully you'll enjoy the "Indict" command that I intend to add in further levels :) It was one of my original ideas that I unfortunately did not get to show off. It was my solution to giving these kind of puzzle games a clear win/lose condition, rather than getting "stuck" all the time.
Yeah, my first level was honestly not as polished as I wanted it to be. A lot of items are pretty unrelated, as I was a little worried both about how "easy" I was making the level and how much I was sticking to the D&D theme. Hence the strange items that pretty much only serve as tiny, tiny morsels of worldbuilding. I certainly intend to tidy up the first level in the future, make the feedback regarding progress a lot more clear, and clarify goals through more dynamic dialogue as well.
Frankly, I can think of a super easy way that I could have implemented a "skip" button, but I just never thought of it. My bad. Dynamic speed, highlighting, and "mistakes" would certainly be amazing! That is a great idea. I am unsure, given the current way my project is built, how I would go about adding that. But that seems like a great challenge to improve my game!
To summarize, I overscoped a bit, and in trimming down my first level to a state of being "completed", I was left a pretty unpolished, unclear, and somewhat repetitive experience. Thank you for the feedback! I am eager to improve this game in the future.