Just rename the damn characters Alex if it's bothers you.
That would involve removing old names. And if there's one thing Alex hates, it's removing things from his "masterpiece". (At best, he'll move those things up in the sky.)
And to change the topic: has anyone in this thread played games in a similar genre and has an idea how he would actually design Osana's week to be playable? (I haven't, so I'm asking)
Looks for me that Alex is just throwing random systems into the game and hopes something fun emerges automatically from that, but I don't think it's a good approach for a stealth/action game like YS:
The level layout is too simple, there are no places for Ayano to hide.
Almost every NPC is walking game-over, some are instant, some are delayed.
When chasing Ayano, they always know where she is, which combined with the lack of ranged weapons means running away is futile.
The NPCs don't do anything interesting, they just sit in one place for a period of time and then go sitting in another place for another period of time (maybe the new ones do something more, I haven't checked).
The game gives you five whole days to do your job, which means 1) that the player won't have anything interesting to do for most of the time 2) Alex will probably have to handcraft student schedules for every period in every day, because if he leaves it to his "AI", the whole game will turn into a mess.
Any killing method that is not just stabbing people is pre-scripted for a single opportunity and finding it involves following your target endlessly, or restarting the game.
I just don't see any fun game emerging from this mess, even if Alex magically learned how to program and stopped being lazy. YS needs some radical overhaul by someone who can actually design stealth games.