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please anylise my game

4. Nb5 seems losing. It has nowhere to go and pawns can kick it with tempo. Better to leave it in place blocking the bishop from the king, and spend the move developing a different piece.

5. Nd6 is losing. You've only developed two pieces so far, the knight and the pawn, and this move loses them both, leaving you a pawn down with no development. Should have jumped to d4 instead; they can't attack that square without undoing their last move or pulling their queen into the firing line.

9. Be3 is losing. You've pulled your b2 defender away to defend a pawn that's already defended twice and can't be easily attacked. b2 is lost now. Something like a3 would have been much better, keep the queen out of there.

10. c3 is losing. Queen takes b2, and now the c3 pawn is undefended, with black's choice of attacking the queen or attacking the king. Better to block with the knight, at least that way you can trade out that nasty knight once the pin is broken, get your bishop into the game.

12. Qd3 is losing, you have to play Qc1 here, it's the only thing that keeps the rook alive. Trade queens, drive the knight away, try to get your kingside moving before black's overwhelming queenside advantage can be decisive.

14. cxd5 gives black time to save their knight, you should have captured it instead. Now Nxd5 and the knight is perfectly safe, and just as much a nuisance as before. Or they can play Qb2+, and if your queen blocks, Ne3+, saving the knight and trading queens in a way that drags your king to c2, with time for black to recapture d5 afterward.

15. dxe6. Might as well, I guess, black missed their opportunity to save the knight so maybe they'll ignore you long enough to get an attack rolling. Best move is still capturing the knight. Black's best response to the pawn is still saving their knight, but if they capture the pawn they want to do it with their bishop; instead they've walled in their bishop and exposed their king, the opposite of what you want.

16. d5 doesn't do anything for you, really. The pawn is attacked three times, and your dark bishop has nowhere to go. Yet another perfect opportunity for black to save their knight by capturing on d5, but they're fixated on their pawn promotion idea.

17. dxe6. Repeat of move 15, all the same logic still applies. Black chooses now to capture on a2, just about the worst time they could pick; Bxe6 lines the bishop up with that pawn, what's one more turn spent waiting? Completely fixated on their pawn promotion idea.

18. Kxc3 is fairly forced. Black makes another mistake here; Qb2+ is devastating, forcing the king to c4, followed by Bxe6+, forcing the king to c5, even farther into black's position. Brutally hard to survive. But instead Qa1+ lets the king retreat to relative safety, and with that nasty knight gone.

20. Bg5 is fairly forced; the pawn is going to promote, so you need an escape square for your king, and why not throw in an attack while you're at it.

21. ...a1=Q. Black's final error. There are several ways to stop checkmate here. Qc6+ guards the square with tempo; O-O gets the king out of the way. The best is Ra3, pinning the queen to the king and ending the threat permanently. But all are ignored in service of promoting their pawn.

So... yeah. You were losing the entire game, including the move right before you won.

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