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Ah delicious, finally a good proper crash. I fixed up and reuploaded the .zip to the page, so that should be the end of that.

As for character movement, you're pretty much expected to kite the ghost since it homes in on your position like a boomerang, and being able to predict where the ghost is going to go is the key to getting rid of enemies. You can also move further from or closer to the ghost to change how far it hurtles past you. 

Are you having trouble with enemies on the first two nights as well, or just 3 and 4 with the actual moving enemies? The non-bouncer enemies are coded to swerve from the player's vicinity, though it's slower to kick in when they're at much higher speeds.

I thought having goals based on collecting icons or hitting enemies in a specific way would encourage moving around the whole screen while also kiting the ghost (whether in circles or not). Are you wanting something different from the movement and dynamic between the player and ghost, and can you elaborate on it? If enough people comment (or hit the feedback button to keep their feedback private) thinking the system should be changed or overhauled, then that's a sign of room for improvement. But so far, this is the kind of mechanic I want to stick to my guns on.