Not a terribly original idea for a game, but I like the elements of anachronism you are introducing - your character doesn't just slide into the new world smoothly, she has trouble fitting in and recognizing how alien she appears. That can ake the game unique, if you can keep it up. You probably want to address language, though, since these people would not be speaking modern English.
Others have pointed out the graphical challenges of the game, so i won't go there, but I will say that you need to decide on the voice you want to use. In the current version, you skip around from third to second to first and back again seemingly at random. Also, you have the character know things that she wouldn't know (like the fact that the man is removing his pants when she is blindfolded, as one example of many). My recommendation is that you stick to third person, but from the FMC's POV, so that she does not know anything that someone in her position would not know.
Anther issue is that the player is forced to make choices without any information on the consequences of any of the choices, which means that the choices are basically random. That's not fun. For instance, the player has no way of knowing that the very first choice in the game (run from the guards or wait for them) is a choice between (1) running and inevitably getting sold into slavery, or (2) waiting and thus inevitably being murdered or imprisoned for life, all without the slightest reason or sense. Presumably, the "run away" choice will have the unselectable choices filled in, which makes it the only choice that allows the character to survive, but, again, the player has no way of knowing this. Making the guards sound more hostile before the choice would help matters greatly.
As an aside, guards in medieval city guarded the city. They didn't walk around murdering people. Soldiers were expensive to recruit, train, and equip. Patrolling the city would be left to some sort of city watch, which wouldn't be armored or heavily armed. That's a nit, though.
So, besides the graphics, I'd advise rewording the text into something consistent, and making player choices meanigful but not random. Keep up the "stranger in a strange land" approach. Most importantly, make sure all of the design decisions you make are those that will lead to story events that you are excited to write about, even if that means ignoring everything I said above. Your enthusiasm is the most critical element of a successful design.