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Thank you so much for all of the feedback!

Looks like the buttons are still bugged, I will look into getting them fixed. There was originally a pretty clear differentiation between active and inactive buttons, I have no idea what happened, but I'll add that to the bug list.

Due to the way the engine works I unfortunately can't make the dialogue continue, but I'll mess with the timing to see if I can get everything to fit! That was a silly oversight on my part, I had everything timed properly but did something to set it off.

I'll be working on a separate pause menu to replace the current one as well, one that will actually pause the game. That's another thing I forgot to add to my to do list, so thank you for pointing it out! The way pausing the game works in the new engine I'm using is different from the old one.

The inventory is not supposed to persist, I'll add that to the bug list as well. I thought I had that sorted out, it's really strange because the game autosaves before you even pick up anything, and that autosave is the return point when clicking "continue". I'll see what I can do to fix it!

I'll work on adding some proper indicators for what the powers do, thank you for pointing that out! I have a question for you, did you choose the same pendulum both times? I have a feeling the persisting inventory may have caused an issue, each pendulum does do something different, and there are different ways to traverse the puzzle room depending on which one you have. Purple is the only one that allows teleportation, and you shouldn't have been able to get through the door if you had the purple one. From what you said, it sounds like you were able to get through the door with it?

I believe I chose the right pendulum (I can't remember the color off the top of my head) on my first run and was able to open the door. Second run I chose left and teleported. After that I alternated between each pendulum a couple times and from what I can tell I could do either. I would see the teleport glow and then go through the door, for example. I used continue each time, so it probably is related to the inventory persistence bug.

One last thing I just remembered. The two ghosts weren't able to hurt me after the second run (I'm not sure if they could before that since I was too spooked to do anything but mash F and C).

Ok interesting, I'm pretty sure I fixed the inventory persistence bug. The problem was I had used buttons for the icons and set active/inactive images, and apparently those states don't get stored in saves. But the actual value that is checked to see which pendulum the player has was unaffected, it reverted back to 0 (no pendulum) like it should have when the autosave is loaded. So it seems like this is a different issue, I'll see if I can replicate what you are describing tonight and hopefully get it fixed.