Just for fun, here is a copy of the changelog that I put together late in development. I gave my areas room numbers to keep them straight when writing/testing for bugs.
For reference, here is a guide to which room is which:
Outside: The outside starting place
Room 1: Room with the 3 light puzzle
Room 2: Room with the plus puzzle/collapsed floor
Room 3: Crossroads
Room 4: Question mark room
Room 5: 1st ice puzzle
Room 6: Hallway to 2nd ice puzzle
Room 7: 2nd ice puzzle
Room 8: Ice hallway with chase scene
Room 9: Ice magic room
Room 10: Narrow passage with 1st memory chest
Room 11: Wider area before 1st boss battle
Room 12: 1st boss battle
Room 13: Inside room with ledges and 2nd memory chest
Room 14: Outside ledge area with 3rd memory chest
Room 15: Flooded hallway
Room 16: Corridor with 2 doors
Room 17: 3rd ice puzzle
Room 18: Letter puzzle (Squares 1-12 are the puzzle squares)
Room 19 (a and b): Room with 2 doors in
Room 20: Hallway after 2 doors room
Room 21: Outside area with 4th memory chest
Room 22: Flooded hallway pocket
Room 23: Main garden area
FinaBatalo: 2nd boss battle
LaPonto: Results page
December 29 2020 21:17 changes
* Room 11: Made the stones have grey text instead of brown.
December 29 2020 12:18 changes
* Room 18: Fixed a typo in the first visit passage.
December 28 2020 18:47 changes
* Room 22: Left a quote mark off of one of the random passages. Oops.
December 24 2020 18:26 changes
* Room 6: fixed coding for comma
* Word lists: "D" was duplicated in $terol and $teror, the single letter chests/insects lists.
December 24 2020 16:07 changes
* Changed the coding for the commas when multiple burstables appear.
December 20 2020 21:39 changes
* Changed wording in room 2's magic to fit with the rest of the rooms.
* Attempted to fix room 5's magic to work properly. May need more testing.
December 19 2020 18:54 changes
* Fixed the sizing/spacing on the entire adventure.
* Room 5: Fixed a spacing issue with a comma.
December 10 2020 17:18 changes
* Various cosmetic fixes (places that were missing "Turn on your magic", 1 line break, three bold italic sections that didn't need bold, and fixing a space on a conditional sentence).
* Room 11 and Finabatalo: Did the same check as the chests to mitigate duplicate words on the lava brambles, stones, and the two bugs with $trelonga.
December 9 2020 20:10 changes:
* More words added to word lists. This should help mitigate the repeating words issue for chests, lava brambles, stones, and insects.
* There's a small amount of checking that now goes on at initialization that checks for duplicate words on the chests and chooses a new random word, since that's where it happened most often. This, with the extra words in the wordlists, should mitigate the duplicate word issues.
* Various rooms had their line breaks on the magic text removed for consistency.
* Room 2: Changed wording on the magic a little to accomodate the text above.
* Room 3: Upon being able to access the second half of the room, added a conditional so that if the spears have been raised in front of room 17, it will no longer mention that the spears need to be raised.
* Room 4: The magic getting you into room 5 was not working properly. I accidentally wrote an if statement instead of an event statement. Fixed a missing line break.
* Room 8: Changed my mind from the last change and shortened "water strider" to just "strider". They're striding across ice.
* Room 10: Added "You turn on your magic". Corrected room 11's description from "passage" to "area".
* Room 12: Same change as room 8 regarding the striders.
* Room 15: Now specifies how many words there are left.
* Room 21: Caught a stray bold italic in the return visit. Now fixed to straight italic. Set a check on the $memoro variable to fix a possible glitch with a value of more than 4. This might fix a rare condition where $memoro goes higher than 4.
December 8 2020 21:19 changes:
* The variable initializations are now in a different passage than the title page (apparently Harlowe has a way to create what's essentially an initilization passage). This will declutter the title page and make it easier to fix the word lists.
* Room 4: Changed up 1st visit room text to not confuse people. Created a slight fix that will hopefully patch the "subsequent visit text appears on first visit" issue that I can't reproduce.
* Room 8: I was watching someone else's playthrough on youtube and noticed that the monsters in this room are not the snake-eels but the water striders. Fixed that and clarified why the player blasted the snake-eels in room 2 but didn't even try with the striders here.
* Room 12: Changed the snake-eels text to water striders to match with room 8 first visit.
* Room 14: Added some text about your friend (2nd visit).
* Room 15: Applied a fix to the magic so that it doesn't produce erroneous text. (I was pointing to the wrong positions in the array).
* Room 17: All sections now sport the the "you turn on your magic" text.
* Room 20: The magic in room 20 now functions properly so that if you lift the statue spears, leave the room, and return, you get a "no words appear" message. (It was missing an else statement.)
December 6, 2020 11:42 changes:
* Fixed two rooms (18 and 22) where I forgot to put a line break in.
December 6, 2020 10:30 changes:
* Clicked words (both statues and vases/other items) now show an effect after being clicked. It's bouncy!
* The statues guarding rooms 5, 13, 17, and 20 now prevent you from going into the rooms if you haven't used magic to open them. (This is the same mechanism as the entrance, but you have to turn on magic to do it.)
* Thoughts are now in standard italic and not bold italic. Longer memories (like some of the random text in room 7) now use blocktext to display.
* Memories are slightly longer, especially the 4th one.
* Entrance: Added text to clarify why the player character doesn't have ice magic at the beginning despite this being their second visit to the world. (People not familiar with Epistory wouldn't notice, but my Epistory-specific tester did.)
* Room 1: Word fix because wrong tense.
* Room 3: Fixed the wording so that when you turn off magic you don't have half a sentence. Added a conditional so that after you visit room 4, the text changes to "question mark room" and the same for room 18 ("word puzzle room"). Also added magic to open the statues for rooms 5 and 17 and conditionals to make sure players couldn't get in before they did.
* Room 4: Added magic like the magic in room 3 to open room 5.
* Room 5: Added the same conditional for room 4 (show question mark room instead of generic text) as room 3.
* Room 6: Word fix. Also added the same room 4 conditional.
* Room 7: Return room text (both the regular and random versions) now clarifies that the levels in question are from Chip's Challenge.
* Room 9: Return visit text makes it clear that you can't return to room 8.
* Room 10: the message after you clear everything and return now appears correctly. Also, the lava bramble now has red clickable text instead of the default brown.
* Room 11: The lava brambles now have red clickable text! Also, the recurring lava bramble is no longer recurring.
* Room 12: Added magic to open the statues in front of room 13, and a check to make sure you couldn't get in before you did.
* Room 13: The correct wording appears after you've cleared the vases and chest and returned.
* Room 14: When returning to the area, the chest was still showing up in flavor text even if you'd used magic to clear it. It no longer does. Turning on magic no longer causes a memory to appear if you've cleared the chest.
* Room 17: If you clicked on the chest, left the room, and came back, there was a hanging bit of text. That's fixed now. Also, made it clearer that the chest in room 17 did not give you any new memories.
* Room 18: Magic text is fixed so that you don't get "you have 0 vases" anymore.
* Room 18 puzzle: The map is enclosed in a nice border now and is now always visible. Also, if you've visited room 16, you now can click a link that shows you the sequence that you need to use. This is an anti-frustration feature.
* Several squares now go to the correct other squares.
* Square 8: The link to square 6 actually says "square to the north", and the conditionals should spit out the right text when you first arrive.
* Square 9: It's now more obvious that you've solved the puzzle.
* Room 19a: Typo fix.
* Room 20: Added code for magic (the statues). Also a conditional to not allow players to visit room 22 from here if they haven't raised the statues' spears.
* Room 21: Memory no longer redisplays upon a return visit.
* Room 22: Added text and code to prevent players from going into room 20 if the spears had not been lifted in that room.
* Room 23: Fixed missing line break.
* Finabatalo: You can now see how many memories you got (out of 4) and how many "inspiration points" you got.