The game, the plot and all the pros/cons are taken into account by us in advance. My programmer has such a mindset, he sees the world in numbers/symbols/tables/lists

. Therefore, when creating the remaster (v0.7.0), he specifically conducted a thorough analysis from the beginning of the game to the very end, making edits, etc. From this, we made the correct work schedule and will avoid any dead-end situations in the future. Guided by this, we really changed the structure of each event on each map, brought everything to a logical order, etc. For almost 2 months after the release of 0.6.0, we did not touch the project, but put everything in order and consulted with each other. Now everything will be very good, buddy. You will not notice many new plugins during the game, this is only for us as developers. For the player, it will be just a neat and comfortable game. Basically, players do not notice "nice little things and details", but if you compare our project with any other, the difference is immediately visible. The reason is that developers mostly use RPG Maker as is, or add plugins for new functionality, but RPG Maker has quite a few downsides. I will give a few of the simplest examples of those that we fixed in our project:
1. When changing character sprites, the sprite sometimes flickers.
2. Message windows do not work smoothly (remember the FF series or Breath of Fire, etc., where this works perfectly).
3. Random actions are not too random... For example, let's take a random consisting of 2 options, one of them will fall out more often and this will be unfair to the player. Therefore, we rewrote the formula.
4. Working with layers (location graphics).
Many people think that parallax means that the location is divided into layers (above the character, below the character, etc.), but everyone forgets about such parallax effects as position in relation to the player. For example, in our project this can be seen on Piglet Hill. The forest layer under the hill. Previously, this layer was static and remained unchanged regardless of the player's movement. But now this layer moves with the player and this is what creates the parallax effect, giving realism. We use one of our own plugins for this.
In fact, all the comfort that we have prepared for the player is easier to notice if the player has already played many games and noticed those moments that irritated him / her. We do not have this, everything is fixed. But we are always open to new suggestions because we could have missed something.
Thanks for the wishes buddy

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