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Thanks for playing! That error might be because of a re-loading issue, as I've never encountered it during my testing, though I'm not surprised it happened: MZ3D is notoriously bad at parsing issues with its interaction with RPGMaker, so it often responds by crashing the whole thing. I actually avoided using skyboxes this time around just to lessen the chances of that happening! 

I should be able to fix it by adding a clause that the player is "locked" into place while talking though, and I'll be fixing whatever else I can until then too. If you ever feel like attempting the game again, you can reload from the autosave (or your own manual save if you did one), and skip to level 19 using the Level skip trick (Hold Z and X while accessing the options menu in-game).

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I came back to it and finished it, it's still my favorite game of the jam, no one is immortal, but I think most people can still relate to some part of Mokou's mentality.

Also, it's just a cute love story.

As for gameplay, the puzzles right after I left off were a bit on the low side, I find the umbrellas very unpredictable and somewhat janky, there was one specific level in which there was an umbrella, a ghost and a fairy on the right side, and I could not kill the ghost and the fairy without alerting the umbrella somehow, I had to lure the umbrella away and kinda cheese the level, almost getting caught when pushing the boulder to the left hole for the exit.

Another bad puzzle example was the one in which you have to kill 2 ghosts and then just push a rock all the way around to cross a river, more than a puzzle, that's just a chore, there's nothing to figure out, you just push the thing like 10 times.

There were some other puzzles where I felt like they were more about seeing if you could "perform fast enough" be it by killing an enemy, or moving something out of the way before an enemy sees you, while not offering something to figure out, and I feel like puzzles shouldn't be about JUST execution, but about figuring how to solve it, and once you do, it should be generally smooth and consistent, even if you still need some skill to execute the solution. (Obviously, exclude the Tori gate rooms from this, as those are combat oriented.)

The puzzles with the logs at the end were pretty cool tho.

Please take these puzzle critiques as a sign that I like this game enough to care and share some possible tips you could keep into account. Do not take it as me saying the game is bad or something like that.

Good job, and congratulations on the game! Will wait for the last 5 stages.

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Thanks for finishing it! For the umbrella/lantern youkais, the idea is that you can fairly easily move around their sight, and if not, then you can use Keine to temporarily "devour" them from history while you take care of surrounding threats.

I also understand that the last five levels aren't very difficult. While they were meant to be more story-focused and not as hard as the previous 5, I had to redo them because I had to cancel their actual main gimmicks, which was bunnies that the player had to block their view with events (Boulders, mostly) to move around them, and the "special NPC" using their powers to give you the object you needed to solve the room after some time. 

But no matter what I did in the code, bunnies could always see through both walls and objects, which made them impossible to deal with as planned, so I scrapped them for a gimmick that I was hoping to keep for the post-jam levels: the rolling log. The special NPC only ended up being used in the final level because it took longer to setup the effects (including its 3D model) than I expected, and was just kind of mechanically lame in hindsight (not to mention even more taxing on the engine offline).

The last 5 levels I plan to add will be more focused on challenging the player, and will also finally involve rooms that are a tad bigger than normal too, so hopefully that will be more satisfying as a finale gameplay-wise.