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Thank you very much for taking the time to share your feedback! The logic of #1 (which, as you point out, I learned from Square games) is that when you show a name, that person is the one who will be speaking until the next name appears. So names are sort of the breaks in the dialogue.
I actually did the same thing in my most recent game 8-Bit Adventures 2; but I think I got a lot better at defining character voices, and matching their text to the actions of the on-screen sprites, compared to Tales Across Time. So I apologise for the confusion.
I can also see your point with the colon; creating some stronger line of demarcation could be effective!
I'm sorry to say that I don't really have time to update this game with Quality of Life features anymore (it was released in 2016, whereas I've got current projects to take care of - I'm releasing a game on consoles soon, for example), but I do sincerely appreciate you taking the time to share your thoughts and will definitely keep your feedback in mind for future games.
Thanks for taking the time to get in touch! :D