That was nice. Serze seems like my kind of gal.
I ended up getting the success ending. Maybe my first date will end up something like that...
Good point. I made a Mario fangame with this engine, and I had to give it physics like Super Mario Land. It worked pretty well, but I couldn't really make enemies fall off ledges that way, and the boss movement was a little janky.
I noticed that if you edit an FX Hammer .sav file after adding it to your project, the .gbsres file associated with said .sav file won't automatically update to account for the number of sound effects. You have to go in there and manually type in the number of sound effects if you want them all to play correctly.
That might be covered in the next update. However, there is this trick I came up with in my game.
I started with a background that looked something like this:

Then I told the game to replace each tile used for "shocked Keeby" with a solid green tile when the scene started. Then I could put it back to the way it was when I was ready to show "shocked Keeby" again. Of course, I could have achieved this same effect using sprites, but I did it this way to make room for more sprites to appear in a row together. It ended up looking like this in the VRAM:
with shocked Keeby: 
without shocked Keeby: 
Maybe you could try something like that if you've got enough VRAM space.
I think we should start by being able to create backgrounds like they did for Bear in the Big Blue House. They were able to use more colors at once by changing the palettes every two scan lines.
Also, there's the DK Land trilogy, where the VRAM is updated every frame to allow for more complex sprite animation. These two functionalities should theoretically be added before attempting to utilize full-motion video, wouldn't you say?
I actually had to do something similar in the game I made.
If this doesn't work, you could also create multiple scenes with a common tileset. I used both methods for the karaoke sequence in my game.
If you're saying you want games to be playable in other languages, these GB Studio Central articles should help you figure out how to add languages to your games.
https://gbstudiocentral.com/tips/understanding-fonts/
https://gbstudiocentral.com/tips/how-to-multi-language-mechanic/