Also one of my other friends played the game and finally sent his review.
* Early fight with the 2 dark blobs seem quite pointless. Same attacks as 1 dark blob, just takes more turns to finish. It's also trivially easy. Maybe cut one of the dark blobs, or make their attacks a bit harder?
* Abilities that cost TP should be gray when you don't have enough TP to use them, so that you can tell which options are avaliable by just a glance
* The cliffls minigame where you dodge pencils is a bit of a boring way to farm money. Consider increasing the difficulty in between attempts, to represent the enemies getting better as they practice. Maybe increase the rewards as they get better too.
* When you capture the two generic enemies in the battle with Von Honvinch after the bridge ambush, he asks where Cole and Kanako took them, and tells them to retreat, when they shouldn't even be there. Their sprites also show up for some reason.
* When Kanako says she's not so good at these games after you fail the memory game, you can walk while she's speaking. I assume that's a bug.
* If you fail the memory game a few times, Kanako stops you from trying again. This works fine for players that feel frustrated with the game and move on, but I feel like there should be a dialogue option asking if you want to skip it. Maybe Kanako asks something along the lines of "Hey Cole, we're in a hurry, maybe I should try just asking the guy to let us through?" Also, later on when you meet him inside the castle, Kanako says "All we did was beat a puzzle" even if you didn't.
* 'Tyrany' in Bearing's wanted poster is still misspelled (should be 'tyranny')
* The mail whale's line at the start of day 2 is misspelled. "Be it hail or harsh sun, mail will be delivery (should be deliviered) with a hum!"
* Very minor thing, but I wish the game remembered whether or not you had your hat equiped in the Light World whenever you left the Dark World jail.
* There was a missed opportunity to play the metal pipe falling sound effect if you drop the metal pipe in the Light World. Could get a chuckle out of some players, and if Deltarune can reference Among Us, I don't think this would be too far fetched.
--Thoughts on the weird route--
I knew there was a weird route from the GameJolt page, and I did try going for it. But I messed up somewhere and aborted the route, so I just looked both it and the old weird route on YouTube. I like the old one better in concept, but I like the new one better in execution. The old route was really cool in theory, with its focus on punitive justice taken to the extreme. The problem with the old weird route was that Kanako was WAY too quick to accept murdering people. I think this new weird route could serve as setup for the old one. Kanako no longer giving a shit after multiple highly stressful events feels a lot more believable than her going "murder is okay" just because Cole called it justice a few times. Either that, or she just becomes increasingly cynical towards the whole Dark World plot and this whole "saving the world stuff" (much like chapter 1 Susie). Regardless, I'm looking forward to seeing where the dev takes this route. I just wish it was a bit clearer when you're progressing towards it, because I was pretty convinced that the black gun you pickup at the start of the game had something to do with it.
--Thoughts overall--
I think the update did a really good job at making the game feel more Deltarune-like. I can't quite put my finger on it, but when I first played it, the 'fangame-ness', for lack of a better word, was way more evident. It went from "obviously unfinished fangame" to something that's comparable to DR ch1 in terms of quality. Von Hovninch was a good addition, and did a lot to make the chapter less empty. Didn't care much for Thormas or his rock friend, and I felt as if he had no real presence or impact on the story, but then again, I did skip his plan scene. But yeah, the update was great. Congrats to the dev, and I'm excited to see the rest of the game if they choose to continue this project.