can't believe i encounter another bug, character stuck here forever after i pressed interact

spoiler: how to get the ending guide
At the start, go left and enter the tunnel. Pick up the malodorous flower (green) at the dead end. Leave and head right along the rocky path with three sets of stairs, then take the right path down. Talk to the guard, offer him the malodorous flower, and enter the village. Visit the flower shop in the middle of the village, give the malodorous flower to the shopkeeper, and interact with the two shelves to acquire the comely flower and erudite stick. (shown in two red circles in the image)
Go to the town hall located south of the village. Keep interacting with everyone inside the building and offering the comely flower back and forth; you may need to leave and re-enter the room multiple times, and talk to the same person several times (i think 10 times flower offering in total is enough) until the mayor says, “You are popular now.” Go to the city hall rooftop, Dourven will tell you to meet Febula, and you need to return Febula flower to Selvura, then Selvura will give you threshold stickHead west and down from the village to reach the canyon, and unlock all the silver doors., then return to the starting point (the garden) and unlock the only bronze door to the Remembrance Walls.
in Remembrance Walls, find a cavern with the lambent stick, which can be used to light the pyres in the canyon. The puzzle trick is that once you light the correct pyre, leaving and re-entering the room will keep it lit. Make all six are in the correct order. Enter the bottom building in canyon, take the final dominion rock, then head far north to light three large pyres and enter the tower. Climb 28 floors (not a bug) to the top, walk north to finish the game — this is the imperfect ending, where the game tells you “You rejected your task.” Click continue to respawn at the canyon castle, go inside again, and use the annihilation stick to end every NPC’s life. Climb the tower again to get the true ending.
There’s actually more secret to this, like the essential rock (you use an erudite stick to read a book next to one prophet, then talk to him to acquire it)
lighting up the pyre in the Remembrance in the village also has a suprise
the horrid flower in the castle of Remembrance Walls is a very fun item as well

funny that i comepletely skip the orage key/lamp part in first time playthrough, but still managed to brute force the time puzzle with only 2 tips available.
I also encountered a weird bug where I can’t inspect any item placed in the top right corner slot of the inventory. This might be why I can’t use the scissors on the slingshot even after I’ve already shot the antique.

i got stuck between trees.... add a debug teleport button plz, or at least add a function to start from the previously entered zone entrance
advise
1 .instead of pressing "interact", making "attack object to drop resource" the default setting is more intuitive and convenient.
2. tutorial should cover about which button do what function. like inventory and dropping item
Quick Summary
🟢 The Pros:
• The author's writing is profound and elegant, with narratives that consistently unfold in a smooth and intriguing way.
• The depiction of the playful manner of these demonic entities can be either disturbing (as in stories 1 and 2—it sent shivers down my spine) or hilarious (as in stories 7 and 9).
• Story 10 features the only jump scare that genuinely caught me off guard.
🔴 The Cons:
• Some stories are subpar or in need of a complete rework.
• Story 3 is too straightforward. It should build tension through more visual cues and subtle hints. ("It's stinky > it's very stinky" doesn't work ❌.) It also needs diverging paths for the player to choose from.
• Story 6 isn't the worst, but it's the most disappointing. It abruptly ends after the player picks one of four options, without further depicting or emphasizing the "unimaginable horror" of the Cthulhu-like creature.
• Story 8 feels like a downgraded version of Story 4, with less background mythology, a more predictable story progression and outcome, and a very forgettable ending. It almost deserves to be removed from the story set.
💡 Future Suggestions
As the opening monologue once said:
"LIKE A BLOODY ONION MADE OF SKIN, THE HUMAN SOUL HAS MANY BLEEDING LAYERS...
UNDERNEATH THOSE LAYERS, WE CAN FIND LOVE, HOPE, FEAR, PAIN, SUFFERING, SADNESS..."
This game could offer more emotional variety beyond just "unsettling" and "relief." Perhaps include a genuinely positive moment that doesn’t feel like a joke—something cheerful or beautiful that connects to the audience heart.
⚠️ Technical Note:
RPG Maker’s clunky controls make reaching the true ending of Story 7 much harder. Please consider adding more save points during the later part of the game.
Suggestion: Increase the maximum spirit gain from 3~4 to 6–8 per complete run, or reduce the spirit cost of the later upgrades. was having too much coins in comparison.
More variety for piñata types: a bouncing piñata that can ricochet to others and cause damage, a teleporting piñata, and a piñata that drains your time when attacked from the front( encouraging attacks from behind)
Provide additional active skills for the player character, such as holding a button and releasing it for a charged attack, or using a magnet to attract all nearby piñatas.
There is a balancing issue; most of the dice are ineffective, relying on luck if chosen, but there are four types of dice that are actually useful:
The bear for offensive as it can fit into any slot (though incremental slots do not count—why?).
The hedgehog for defensive, as it can block at least one damage even if it cannot fit into any slot.
The frog and ram are for energy regeneration.
Some rare dice, like the wolf, highlight how this game contradicts itself. For instance, if you roll a wolf dice with a 1 and choose to wait for five rounds to accumulate 6, it is highly probable that you would not survive long enough for that to happen. It's better to roll a new dice to 6