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I played through until I got to the date with the boy when this cropped up:

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object oMain:

Push :: Execution Error - Variable Index [0,10] out of range [1,10] - -1.convoTree(100038,10)
at gml_Object_oMain_Draw_64
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_oMain_Draw_64 (line -1)


But up until that point, I thought this was a funny little game. You've done excellent work on the audio and visuals considering the tight time constraint. Do watch out for fitting the lines into the UI, some of them were running off the edge of the game's window.

But great work over all! Keep it up!

(+1)

Yeah, all of that was a time constraint thing. We couldn't properly implement the ending so it always crashes, and by the end you're (spoiler) supposed to be dating our protagonist from the perspective of a clumsy girl. We will fix that and release a better version in a few days. Thanks for playing!

If you think about it, it is the apotheosis of your game's core thesis: the player wants to say something but the structure of the game forces the PC to say something else, undercutting the player's sense of agency and choice. Crashing the game just when the player's choices are about to pay off is the very epitome of "Out of Control."

Though I am curious -- and you may consider this if it isn't in the game -- do the player's choices in the first half have any bearing on the story in the second half?