Tested the spikes and yes, you can go past without that last tile. Also, as the spikes are going down, you can walk through them without being hurt because of how the trigger works.
Also, I took a look at part two. Broke the second part of the game almost right away. The curtain leads to a repeating text bug.
The guy just suddenly appears?
The girl changes into you, then into the guy, etc.
Try to avoid dark text on dark backgrounds.
The background image with the ocean (which you see briefly) looks wrong since it is kind of showing the split.
You had some neat concepts there. I tried to explain a few ways you can do the ocean scene without plugins on my stream (much easier with plugins), but basically you have a parallel processing event that triggers and two images per section. Each image will be constantly moving. You can do this by applying an image movement and arranging the images by layering. Once an image is completely off screen, you then either teleport it or remake it at the start. You need to set this up very carefully to make it look smooth though. The sky won't be moving at all. You could potentially try a parallax or such to try to get the stars blinking or looking that way if you want. The moon and moonlight image will be moving very slowly (or you can have it not move at al. The clouds will be moving slowly, but more noticeably. The ocean will be moving steadily (either in one direction or back and forth.
The image for the trialist feels a bit high. Your higher cost skills for Ari are actually weaker than the lower cost skills. Let me try to explain what I suspect you did and why it matters.
Let us say you have a damage formula of: a.atk * 3.5 - b.def * 2
Now, that is our 100%. We'll be using that as our basis
For 80%, it looks like you used something like: a.atk * 2.8 - b.def * 2 (or 0.8 * a.atk * 3.5 - b.def * 2)
For 50%, it would probably then look something like: a.atk * 1.75 - b.def * 2.
Now, the reason why this doesn't work is because what if I use 100 for a.atk and 75 for b.def? (the in-game damage is about 30% of these resultant values across the board, so it is probably something more like 40 for a.atk and 35 for b.def)
350 - 150 = 200. This is fine
280 - 150 = 130. This is significantly lower.
175 - 150 = 25. This is just completely lower.
This means 2*200 = 400. 3*130 = 360. 25 * 7 = 175. See the problem?
So what you want instead is: ( a.atk * 3.5 - b.def * 2) * 0.8
0.8 is about 80%
You use TP in your battle system, but don't show TP in the game. Not sure if intended. I did this in my game because you weren't supposed to know.
Battles repeat some dialogue as well and seems pointless.