Okay, I played up until the unavoidable game-breaker where you cannot stop the animation after the werewolf starts raping the MC. I'm not sure of there was any game content beyond this point, but the player can't get to it if there is.
I'm not going to rate the game or post this in the review section. I don't think that that is fair when this is just a demo. If I was rating it, it would be maybe a 2/5.
As noted upthread by several users, there are a lot of unforced errors in this game. A beta test would catch these, if the author can find a reliable beta tester. They aren't unusual in a first version, but they should be stomped before the author publishes.
Game graphics ranged from good to okay. The worst element of the graphical mechanics it was that you cannot go full screen, so it was easy to click outside the small game box. The second-worst element of the mechanics was that the on-screen portrait is huge, can't be turned off it you select it to be on during game start, doesn't disappear when the character sprite approaches the right side of the screen, and so block the player's vision of what happens on the right quarter of the screen. The portrait is slightly disconcerting because the hair runs behind the left corner of the left eye. The hair on the top of the head springs out of the middle of the forehead and sweeps back. That's not at all natural looking. The MC also has HUGE eyes, but that may be deliberate and, while unrealistic, doesn't look bad. It's an acceptable cartoon trope.
Gameplay was... okay. There were some nonsense quests like chasing the chickens (use the movement keys for this one), but most of the quests made some sense. Clue to the Lothario-wannabes out there: if, like one of the NPCs here, you get a girl drunk and convince her to come home with you, and then reward her only by allowing her to give you a blowjob, there will be no second date. The game lacks a quest journal at this point, but the quests weren't complicated and so that was not a serious flaw. A more serious flaw was that the questgiver in the second woodsman quest gives you bogus directions. He says to keep going north and the hut is on the right. That's false. You have to go left after the second map and then north, and the hut is on the left.
Maps were decent. There are a lot more of them than the game currently uses, but that doesn't impact play. NPCs generally have something to say, but triggering any NPCs in a group replays an entire conversation between them (such as the groups around the tables in the pub). That was annoying at first. Better to make those conversations a "play once" kind of thing.
As mentioned upthread, the translations to English are sometimes very amusing, but I was never confused as to what any statement actually meant. The Engrish was kind of charming.
The biggest problem I had with the game was that there seemed to me no reason to play it. It offers nothing you can't get in dozens of other RPGMV games, and those other games also offer something unique. This game is almost like it was made up of the most generic possible elements of RPG games. The author needs to think of some "hook" that would make the player want to come back to this game, instead of just playing out more generic elements in other games that already exist. This game has no special stats, no special abilities, no special items, no special monsters or opponents, no special skills or spells or... anything that isn't generic.
DragonWing, I think you should spend some time (maybe here, where people can help) thinking about what you actually want this game to do that would make players want to play it. You've got plenty of talent, but you don't have a story that would showcase that talent.