Oookay, played the update. Man, I say it with all the fondness I can have for the story, as this isn’t a critique of the characters, just the “people”, but DAMN I hate all the ROs except R! 
I knew I wouldn’t like them, and I already had a special dislike for A, but now… JNLDBL - I wish my MC could just say screw it and not help them, consequences be damned. SO GOING TO MAKE THEM FALL. Man I’m SO SO SO PISSED!
I kind of wish it were possible to answer to R when they call, but on another hand, I wish even more for a scenario where, because of the non-answering from MC’s part, R decided to try and meet them in the museum, and also got trapped now. I mean, how would one even TRY to rekindle anything if there is no contact with the character whatsoever, right? 
That aside, I had three (coding) issues, two of which are pretty major:
Small problem when selecting MC's strenghts:
I did see it the first time around, but didn’t think much of it. When I select the first skill, there is a “note” that explains the skill a bit. But when I select the second skill, there is no explanation, which doesn’t make much sense since it isn’t as if one could select twice the same skill, so in theory, I can’t know what the skill is about. Obviously I can deduce it and I also can look at the description in the code of the game, but still.
Opposed stats coding:
There is a big issue with your stat coding. You always add to a stat, but only the stats on the left (blue) can be added to. If you want to add to a red stat, you actually have to substract from the blue stat. So for example, if a choice option adds to the bold stat, you put “bold %+(X)”, but if you want to add to the shy stat, you put “bold %-(X)”. For the game, the “shy” stat doesn’t exist, so it doesn’t add to anything if you put “shy %+(X)”. The stats on the right basically serves as a visual indication for the players and nothing more. Because of that, no matter how shy a MC can be, they’ll always stay at 50% in that stat since none of the shy choices register. This is an example of course - it’s the same for all opposed stats. So for Stoic you have to substract from Kind, for Composed you have to substract from Impulsive and for Shy you have to substract from Bold.
The bold vs shy check at the end of the WIP:
The code is like that:
*if shy > bold
Feeling trapped and like I might cry, I looked [i]'Ace'[/i] in the eyes silently nodded.
*line_break
"Alright... I'll help you."
*goto boldshycheckc1_2
*if bold > shy
Feeling trapped and very pissed about it, I clenched my teeth, looked [i]'Ace'[/i] in the eyes and nodded.
*goto boldshycheckc1_2
But since the Shy stat doesn’t exist for the game, it doesn’t do anything - which did work out for me though - because of the previous coding issue, I had more bold percentage than shy even though I should have more shy. But if the game can’t make the check, it simply displays the first version of the text, so the shy one. I was lucky!
But anyway, what I was saying is that you’d have to check for: “if bold > 50” or “if bold <= 50”, for example. First one means if the bold stat is more than 50, second one means if bold stat is equal or less than 50 (so Shy is 50 or above).
I hope that helps! 




each with someone we wanna wreck