the intro is very nice and combines ludo with plot and characters really well. writing on this is over all pretty good. it looks like you are making a hybrid point-n-click with rpg and im-sim elements and i think that is a very dope idea. a small nitpick i have is that the game may be more explicit about what level skills you need to do things. i was a bit confused as to why i suddenly couldn't push a crate anymore beyond the dream sequence.
i'm also assuming that you are aiming for branching gameplay, which is a very good idea to make point-n-click design flow more, but in the castle i've been collecting all sorts of stuff only to just walk out at the top. that made me question why i spent any time there at all since i assume there are other ways to do complete that section. (like you can get the woman to leave by giving rat or flower)
at the bottom of the castle there was the guy that sent me to the castle to begin with. he had the exact same dialogue as when he hired me to go there and the game crashed.
overall this demo is a great improvement over the last one. there is enough here that i'm able to see the vision and i like what i see. also here is the error message:
Error
main.lua:1785: attempt to index a nil value
Traceback
[love "callbacks.lua"]:228: in function 'handler'
main.lua:1785: in function 'new'
main.lua:889: in function 'update'
main.lua:326: in function 'update'
[love "callbacks.lua"]:162: in function <[love "callbacks.lua"]:144>
[C]: in function 'xpcall'