The level select thing was much less of a problem this time — I think it only became an issue because I kept trying to go back to the bad goto level to see if I could progress.
Usually, I think post-death messages end up producing quite a lot of friction in puzzlescript, as I mostly just want to press Z or R and keep working at the puzzle. However, in your game, those messages are part of the fabric of the experience, and the puzzles aren't so fiendish that the interruption becomes frustrating.
Good job!