Attempted hotfix version for all platforms has just been uploaded. Try it and let us know if it solves anyone's problems. If not, we'll add the skip functionality for beta on 5/624
Testing with 0.02x and 0.02a on a machine with Windows 11, a Ryzen 5600x, 64 GB of memory, and a GeForce 1060-based video card:
In both 2x and 2a it can be very hard to see a spot you've missed, especially in Tala/the mermaid's background. (Maybe make the gray version's background much darker and have the game finish it for you once you've got ~95% and have let go of the button? See
Paradise Lust, which has a similar minigame.)
Both have an issue where continuing to draw without letting up the mouse button will keep allocating memory until you let go. If I start the game and load a saved game at Tala's drawing sequence, the game uses about 150 MB of memory according to Task Manager. If I then draw for ~15 seconds in one long stroke, it'll climb up to 2 GB or more. As I do this I can see that the game is slowing down, with big spaces between the areas changing color. This memory isn't released after you let go of the mouse button; it's held until you exit to the main menu or the game decides you're done and you hit Continue. The game doesn't necessarily become unresponsive at this point; I've been able to click Menu and go back to the Main Menu sometimes, but not always. Drawing is obviously unresponsive, though.
Both, but 2x more than 2a in my limited testing time, can get in a position where it looks like you're done but it doesn't give you a Continue button. I had that happen at both the Tala and Chimera ones just playing through the game (not trying to cause problems) with 0.02x. That can lead you to draw wildly over the whole thing, setting off the memory issue if you hadn't already. Whether this is a "spot I missed" or not I don't know.
Workaround: Draw in short strokes, a second or two at a time. That didn't seem to set it off enough to prevent it from deciding if you're done.