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Thanks for the comment!
Mmmmm, the game already features a button for speeding-up text and faster walk/running - though you may refer to a higher run speed or the option to directly skip dialogue scenes. Initially we thought about including such a feature, but taking into account the game needs some investigation to progress, skipping dialogue entirely could lead to players getting soft-locked or lost, in contrast with combat-oriented games where skipping dialogue wouldn't affect progress that much. As for repetition, you're very well right that some is due if the player doesn't save - which can happen because the game doesn't feature autosave, all saving must be done manually from the menu like old jRPGs. We may include a warning at the beginning to aware the players of that.
Glad you liked the art. ^^

What I mean by animation-skipping is pressing a confirm button while animations like battle animations/text, overworld animations and screen transitions, etc. are playing to move forwards into the next queued action. And yeah, running being too slow, combined with the lack of diagonal movement in diagonally-oriented maps, makes getting around quite a chore, especially if you want us to backtrack to investigate. If you don't want to trivialize running away from enemies, having some diagonal movement that's deliberately slow would still help, as would a faster running speed when there's no enemies on the screen. 

Yes, it's a very pretty game! I would like to return to it again.