Thanks for all the comments, Lloyd! They'll definitely help us to improve the game. I wanted to reply to your comments about the user interface, in particular, since you went very in-depth in your suggestions.
The pop-up message, "Are you sure you want to overwrite your save?" and "Loading will lose unsaved progress. Are you sure you want to do this.", could it have transparency of some sort? Perhaps erase its background, and leave the bordered pop-up message solid (or a little transparent, if it's possible).
Yeah, I thought of something similar. Currently, I have made the background of the pop-up screen dark and transparent, so that the previous screen is still visible, but looks darkened. Though, I didn't think of making the pop-up itself a little transparent. I'll try that and see how it looks.
And yes, I think that message can be worded differently... hmm... how about "If you load, you will quit your current game without saving. Are you sure you want to do this?" Eh, that might be a bit long - not sure how to improve it really. Maybe I'll ask the others.
In the Save History screen, the graphics on the current number and the cursor-highlighted number gives off a hint that it's apparently a square image. I mean, the image you used (if it is an image) for highlighting didn't have the whole white gradient, thus leaving an apparent square border or something.
Ah, good catch. Will fix that later.
Also in the Save History screen, the save slots' period (.) in the text "Empty Slot." go off the border. It might just be my computer having an older OS or having older fonts that newer OS's could display in a more slim fashion though.
Yeah, I think I noticed that earlier but forgot about it - thanks for bringing it up. I think it can be fixed by putting the number and "Empty Slot." on separate lines instead of the same line. Either way, I should probably program it so that the text always goes to the next line instead of going off the border.
The Dialogue Log scrollbar's image could take some tweaking -- it looks like it's been enlarged from a small scrollbar image, so it looks pixely.
Yep, this is on my to-do list. Never got around to getting a more suitable image.
Title Screens usually have the copyright year, some type of quick disclaimer, stuff&stuff at the bottom-edge or bottom-corner (wherever it seems fitting) of the screen.
Ah, yeah, we should probably do that. I'll ask the others if we need anything other than copyright and year.
Remember that stuff I said in my first log (ESRlog1.txt) about the dialogue display?
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I can think of two solutions:
-pause the dialogue when going to the menu/dialogue log (like I have suggested already)
-display the whole text upon menu/dialogue exit while retaining the auto-play trigger time, to avoid "immediately goes to the next dialogue" upon menu/dialogue exit.
Those are good ideas. I don't know the internal details about how Ren'Py (the game engine we're using) types text in the dialogue window, so I am not sure if we can make the first suggestion come true. (I may try to look into it though.) The second suggestion might be doable - thanks for pointing out that the Quick Save does that already.
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I wasn't one of the writers, but I did go over most of the script a few times. Thanks for the typo corrections. I will just comment on the missing commas: IcedFairy has said that commas are his weakness

, but in some cases, I think it is okay to leave out the comma to make Marisa (and some other characters) sound more informal.
Of course, some of these judgments differ from person to person, but to show what I mean: Take "Hey Marisa! Open up!" in 3/12 - if you imagine someone saying "Hey Marisa" without a pause between "Hey" and "Marisa", it doesn't really sound weird, just informal, or perhaps Reimu is just calling Marisa in a hurry. But compare with "Anyway, we need lumber to fix Reimu's roof Kourin." - I think this needs the comma before Kourin, otherwise it just sounds a bit odd.
In contrast, we probably want someone like Sakuya or Remilia to use commas in all the correct places - unless they become super angry or something. But that's all just my opinion, and I'm not actually one of the writers. >_>
Anyway, thanks again for the comments! You're very good at game testing.