A+ for effort. I can't say the same for design, but I'd feel bad rating it too low, even though I'm hours in and not past the tutorial (I'm slow at reading and thorough and indecisive with character options).
The theme is less my kind of thing (it's very much a MAN turning into a woman, instead of just playing a female character, and it heavily leans on that), but I'm ignoring that for rating purposes.
It's self-aware about having walls of text explaining things, but tbh, I felt like on one image it could have saved like 20%+ of the text just not repeatedly referring to how long the text on it is, and more if it tried to reduce redundancy and say things more succinctly.
A red flag to me was referring to 6000+ lines/characters (I forget) "content". There are people into that, but, for example, when it comes to RP I prefer the approach of not adding fluff just for the sake of making it longer, and having more "oomph" per word. Being longer isn't automatically better, but it's a subjective writing style point, and some people probably do like the same thing with equal amounts of descriptiveness said in 3-4 times as much words.
I'm too impatient for that. (And yes I went over and set the options, of which there are many, and scattered in different places. Some of the limit the description of some things.) There are at least a couple quotes out there about how a good writer can say it with less. Some people rail against the idea and insist that means less detail, and it reminded me of those types a little.
Anyways, I found there weren't many choices besides character creation, which was pretty decent if you take it as a CYOA (the new menu kind, not the old book kind, which these kinds of games sort of are like too, but more interactive/versatile). But again, I didn't get out of the prologue before getting frustrated and checking the reviews.
I do appreciate the effort, a lot of people can't stick to a project and get so much done, but as honest feedback, I think there could be more time spent on design and working smarter, rather than sheer brute force hard work. In art, it helps a lot to make a sketch, and THEN do the line art over it, and THEN color it in. It's not the only approach, you can also paint in broad strokes to get the general composition down, and then go at adding detail. Both analogies I think hit on similar points.
It can be helpful in other creative things, too. For writing, having an outline beforehand. For animation, there's storybooks and keyframing (and doing inbetween frames later, filling in more detail). Sometimes an extra layer too, like for game design, I feel like it's helpful to have something for general design as far as what you want in the game, then something else as far as how in general and broad human language you could implement it, and then maybe something more specific as far as implementation, before actually getting to coding it. Otherwise it's just way easy to get lost in the sauce, or even lose motivation and not be sure where you were going with it or what was initially cool/fun/interesting about it. And you just kind of stare at it, not sure what else to add.
Good luck to the dev. It's now an awkward situation where the best move would probably be to take the lessons and start fresh with design and scope in better focus, except for now being pot committed and a lot of people have invested in it with the hopes of it improving. I don't envy the position, and am making mental notes to be careful about early access type stuff on anything I'm working on.