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Very creative idea!

Unfortunatelly, I'm stuck! I pulled out a pen a paper for this one (more like windows notepad lol but bare with me). I thought it was very clever to have q appear on the first sentence, as this is the once I picked. I than was use the letter x, q, z, but when I say we have to have a date to break the curse, the girl run away from me... It like real life all over again!

I read in the comments that you should stay silent some times, but then she say that if I don't have anything to say, she's going...I tried to help page in game as well, and probably missing something, but a walkthrough will be very nice, as I do want to see where this is going

In terms of the mechanics, I felt the sentences you can say are very long, and scanning for letter for later is daunting. I don't mind jotting down letters, but it could be nice if when she says "hi!", you can respond with "hi", "hello", "hey" and than you know you must keep the h, and you remember when a rate letter such as X is really needed (I think the name of the player characters starts with x, maybe you must say your name at some point). If I was on this situation I would speak on short words or sentences - this could be a cool dialog challenge and puzzle!

I liked the writing, art style and the idea, and will come for this one with a walkthrough!

Heya, first off thanks for playing the game! 
As for the mechanics, there are a few sentences that have shorter variants if you don't have the required letters. Originally this was going to be a bigger mechanic but due to time limitations there are only about 2(?). When I work on this more between my free time and my main project I'd like to add more alternative replies. As for scanning the letters, thanks to another comment I came up with the idea of remembering what text you saw during your previous attempts where it'd show you which sentences become unavailable due to your choices.

Xzola (the date)'s name actually does come into play for a very small section when you talk about her work.

As for a walkthrough, if you'd like I could give one that is more detailed but for starters, when getting the choice to laugh or tell her about the witch, both will scare her off. You indeed were right to be silent there but then Xzola says it's okay to open up to her if you did not find the joke funny. You can trust her on this and just talk like normal. From there on out you get a few more options here and there during which you might want to stay silent. You'll know when you have struck gold if you can talk to her about three topics, her work, her hobbies and another topic I won't mention. From there on out it's quite likely that through some experimentation you will find another fate for your date. Witness that three (unique) times (you will know based on the dialogue you get right after it happens) and you'll meet an old friend, at around that point you can encounter the ending. (You need to have had a specific conversation with Xzola for the ending to be accessible, but don't fret, there are two ways to reach that point and you can retry as much as you need.) Also, if you reach a point you do not like and you don't want to have to wait until you loop back around, try scrolling with the middle mouse button or clicking "back". It's a standard function of renpy that allows you to go back to a previous state.

Hope that helps! Feel free to ask more questions if you'd like

(+1)

Ah the scrolling changes everything! I was able to make much more progress now. 

I think the silence option is implied to be the bad one, maybe if it was just "stay silent" and the timer would auto select it that would be clearer

It's very challenging to progress as picking a letter might bite you in the butt later. It was probably very hard to design this one!

(+1)

Glad it helps! As someone who uses renpy a lot I kind of thought it was well known but I have to stop assuming people know the arbitrary tools I use, I'll probably mention it on the game's page aswell to help out others who might get stuck!

Silence is neither good nor bad, a bit like most things in life. Especially since the main character themselves struggles with silence it might be percieved as a more negative option. It is hinted at (a tiny bit) in the description when it mentions you'll need patience but to a lot of people letting the timer run out might feel a bit counterintuitive at points. In a way, that's also what the protagonist is feeling, that they "have to keep talking".

The hardest part for developing this was mostly making sure each path is accessible (although letting the timer run out can fix a lot of softlocks as a happy little coicidence.) and adding dialogue for when the timer runs out since it got very spaghetti-coded very fast. But those are problems for future me.