Congratulations on your release! I'll give some thoughts below for MissImperia, but for the rest of you:
TLDR: This is a fantastic start, support the creator and keep an eye on their projects.
First and foremost, I lament the use of AI in your project. I'm not referring to the moral issues, or quality, the former you seem aware of, and the latter you've obviously dedicated some time to clean up. Rather, lots of things about your current build scream potential and having genuine thought and effort put into it, but the AI generated content leaves a nasty stain on that. I nearly passed over trying the game because of the AI generated content, but I've been a fan of your previous work, and now I'm glad I gave it a chance. I sincerely hope you're able to eventually transition away from it; you're a fantastic artist and that should be given the chance to shine. But the AI content can make a decent placeholder.
Now, for the rest. There are lots of little details I can see already at this stage of development, and know that they are very much seen and appreciated.
Good quality of life features. The zoom is excellent, lets one see details or where they are going. Hotkeys for the overworld actions are also nice to see this early.
Love the pixel art. Animated environments and characters really sell the feel that the world is alive. Also nice to see how many little animations you've got into the game already, like the dance emotes.
The decoration for the UI is also a good touch. Many games these days shy away from that. It's not overbearing, though be mindful of that if you add more. For the bars and numbers, most of them in the menus are readable at this stage, but I'd make an adjustment to some of the text for the main game UI. I'll attach a screenshot for reference. Your larger texts are fine, you have an outline and inner fill, that's good, but the difference isn't enough for the smaller text in the game. Take for instance, the slime's MP in the image, or Imperia's numbers in the upper left of the UI. You can make all the smaller text larger, or tune the fill and outline colors to be more distinct.
Inventory could use some attention. Some text or outlines to say to the player "This is a slot for items, put it here", would help. Tooltips are also great for games like yours where a status effect might be important, specifically in a fight, where the player doesn't have access to the diary for reference. This one is a quality of life thing though, and shouldn't be too high on your list.
It's clear that characterization is an important part of your vision. Very immersive to have the character comment on the world around them, to have their own ideas of things they like and dislike. It's a strong tool to convey information to the player, or to get them closer to the character. However it's a tight rope to walk between giving the player enough agency to make their own choices and yet not be completely out of character. It's also not the easiest thing to write someone's inner monologue without it being intrusive or boring. So far you've done a great job on it.
As far as game mechanics go, this is a very strong point for your game. Mixing bullet hell and turn-based adds depth and variety to how one approaches combat. Giving incentives (like xp or secret items) for things as innocuous as exploring or picking flowers is a boon. Dialogue options that can change how a situation will go is not new, but always cool to see. All of those are good set-up for a player to want to 'experience' your game, rather than grind through it. Rewarding curiosity does a lot for folks.
The combat mechanics themselves are also nice to see. Having status effects that linger after a fight could influence situations in the world. You've got extra options for attacking or defending. Something I thought was clever was having your own spells affect you as well, which could play into the aforementioned lingering effects having more impact. The option to play passively, disarm opponents with charm to possibly build up for a strong attack, or to just end things peacefully adds a lot more choice and strategy to the combat. There's quite a bit of potential in these to make the fights more interesting, not just from the player character, but maybe the opponents as well. Impressed by the thought put into them.
The skyrim-esqe tech-tree is charming, as is the hand-drawn style for the map. Touch them up or make them prettier, but keep them. Nothing says fantasy like "How will I use my magic powers for this situation?" or "Let me roll out my huge map to see where I go next."
I'm not sure if you've got a team or not, if you're in charge of the writing or someone else is, but that front deserves kudos. Something I can praise without much spoilers is how you have Elves depicted in your world. I like that they use their long lives to develop rituals or learning methods that are deeply ingrained in the past and lose a lot of the point in the process, something that's hard for other races to understand. It's a nice take that's not just 'elves arrogant.'
It's possible you made a mistake with the post here on F95, version number 1.0 is generally reserved for the full release, perhaps you meant 0.1?
And that's all, thank you for coming to my TED talk. But seriously, you have the bones of a fantastic game on your hands, which is why I felt the need to write so much about it. It's big though, you've set yourself up with a lot of interactions, which is why I'm impressed with what you have already. Pace yourself, you got this. It's also gonna be a little more work to separate the NSFW from the SFW version, but I think that's a good idea. It's not just gonna be a good lewd game, it'll be a straight up good game, which means when it's in a good spot, post it on other platforms like Steam, and get the attention it deserves. I wish you luck and hope you continue to make stuff, be it this or otherwise!