GG on completing all the puzzles, and I'm so happy to hear that you enjoyed it! π
I totally hear you about having the cursor not overwrite existing fills/Xs! It's a feature that I really appreciate in a nonogram game, and I can clearly envision the programming logic for it, but I'm worried about how I would implement it in a resource-efficient way. Sometimes there were things I thought would be really straightforward but ended up taxing the engine, and maybe now I'm kinda wary, lol. (For example, in the first TaiFab, I used to use a while loop to set up all the squares in the puzzle area, but it ended up being a bit slow to load puzzle scenes. I unraveled that loop, and the puzzle scenes loaded almost twice as fast!)
Surely, if I were writing these games in C and ASM, I would happily be able to fulfill your request. Maybe someday I'll get good enough to dig into the guts of the GB Studio engine and optimize it for my particular games' needs. π (I have definitely made improvements to puzzle architecture in the second game, but most of that is useful for me as the developer. The major QOL update for players is larger puzzle sizes and the ability to cross out numbers.) At any rate, I really appreciate your feedback and thoughts. Thank you from the bottom of my heart for playing my game!