If you've found invisible walls or something that you should be able to walk on but can't, please give us some more info about where that's happening. The footsteps I assume you're talking about are on the Royal road and are a clickable quest objective... Hence they're intentionally clickable and you can't walk on them.Balancing feels all over the place, with no good indication of what's strong, how good abilities are (and if they even work as they are supposed to...) or which enemies are tough.
Maps range from "looks pretty nice" to "it's basically empty space, enjoy walking for 5 minutes everywhere", including a ton of objects/effects/events that don't have their traversability properly set (whatever that's called in RPGMaker; you know, whether you can walk over something or not ^^); expect to constantly get blocked by some invisible stuff or insurmountable obstacles like, err, footprints.
Quests can be tedious with very little information or very obvious and almost just a simple click somewhere. Sometimes the game indicates something and you got no idea what that information even means ...
A lot of aspects that have established game design practices for a reason work very oddly in this game. For example fishing; as far as I can tell you can get a combination of (essentially) QTE events where your cursor thing simply doesn't move fast enough and you cannot under any circumstances succeed. Likewise, for example with puzzles; there's often no indication, visuals or otherwise, whether you are on the right track or not, and (for example) when getting the head of a certain somebody failing during the puzzling sets you right back to the very beginning of that section instead of splitting it into reasonable sections ... or even just stuff like collecting bait on the map, or resources from resource nodes being sooo clunky and tedious ...
... lastly, the story/writing. It's fundamentally okay, but it's SO incredibly rushed. "We need two bodies for that head. Go murder some girls." "Okay." Bam, done, nobody reacts in any way. Need the sorcerer you imprisoned to cooperate? "Gimme access the library." "Okay." Bam, done, he's doing the thing. ALL of it is like that. There's never any build up, never any aftermath. It's not a story arc, or a character arc, it's just fragments tagged onto each other with nothing between.
... effectively it desperately needs "smoothing out".
So yeah. Plenty of potential. But for me there's too long a list of awkward decisions the moment.
The spell descriptions are fixed in later versions. They now have no flavor text, but instead feature damage calculations.
The longest walk in the game is less than 3 minutes. It's a porn game and we wanted to reduce the time between scenes, hence some stuff might seem rushed because it's happening off screen(won't feel better if you walk around for 5 minutes just to talk to Npc's with no sex stuff, right?) ... And it literally has reactions and consequences (relationship reductions, corruption and dialogue further down the line that mentions this decision).
Quests have tracking and the hand holding has been limited to add player agency. Descriptions get improved overtime. If you have a specific example, please let us know.
The fishing is intentionally shit with the basic fishing pole, it's a backwards progressing system (it gets easier when you progress)
We've been listening to player feedback and a lot of changes have been made.
If you have specific examples if issues that might be considered bugs please let us know.
Also you mentioned a "head"... I assume thats the stealth route in chapter 3. These routes are meant to be figured out by walking around the restricted area.