Thanks for checking it out, and for the feedback!
I had a similar thought when originally brainstorming game ideas - that many people would lean into romance, and I honestly didn't think I could come up with something that would do romantic themes enough credit, without feeling campy or ham fisted. So while we were bringing the team together, we decided to shift towards angst, and platonic love, instead, and Council really felt like it worked the best, due to their past.
For the minigame ideas, we wanted each game to fit with the member's personality, as well as trying to consider what they had actually played during their time. DOOM was pretty big for Mumei's channel, so it only felt fitting to try to make a smaller scale rip, at least to me. While on the topic of DOOMEI, I wanted to try to make an animation for the melee but I got too caught up with other tasks - I should have at least had a sound effect to help, for sure (though there's already a lot of sound effects, so I could be wrong on that call).
For Sana, if Kronii is out of range long enough, the game will reset - I tried to reference that in the dialogue at the start, with the "what happens if I get hurt" option, but I think for the most part the minigame was pretty forgiving otherwise - especially if you saved Kronii's ability for when she was floating away.
In Fauna's game, we had actually made a change during the grace period to implement a pity system - when testing I had a run where it took like 10 minutes to catch everything because it was just pure RNG on which fish were caught. So if you catch enough copies of fishes, you're now guaranteed to get one you don't have, the next time you get the opportunity, which reduces the time change usefulness. But in general I had built the minigames with some scalability in mind, since the team said they weren't opposed to continuing work on the project - so the time skip would have/will be more useful with more fish in the system. Plus, we wanted Kronii to have a use in every minigame, and slowing down the actual fishing game itself would have made it even easier than it already was - so it was a bit of a concession.
Lastly, the team absolutely blew me away with their work on the assets for the game - the art team made some of the most gorgeous backgrounds and perfect sprites to fit each game, the music team actually cranked out some bangers - I still keep singing them to myself, and I've saved the playlist with the music so I can put it in my rotation. Ironically I feel like the programming side was our weakest link, since most other than me were busy, but Revian still managed to create some amazing menus and systems that became integral to the core feeling of the game; I can safely say this game would have little to no impact without his hard work. They definitely deserve the praise, and thank you again!