As this game is still in very early version (0.2), and there is a high chance it will end up stuck in my backlog hell for far to many updates, many issues might be outdated when you read this.
Here I have to note that I'm not a native English speaker myself, therefore I might be more lenient with my decisions on language than most readers.
Art: reminds me of a "Aching dreams" for those ancient enough to remember it (you won't find it here, was on Newgrounds). It gives of this crude but cute vibe. Not for everyone, but if you like what you see on previev images, you will like the rest.
Animation: some scenes have this basic "a few cg in loop" style animation, I don't mind or care for it that much, honestly. I know that there are many who like even these basic movements, though.
Story: for me, this is THE most important part of the VN. Story is rather basic, nothing innovative, but that's not a bad thing. There is visible amount of thought put into the setting, trait that's sadly rare to found recently. There were a few things that bugged me, like MC not using invisibility during July's event, or mention of Wall Crawlers before you met them (depending on order in which you play your missions). I think these will be ironed out later on, but it shows how easy it is to miss a little detail when allowing player to choose his path. Another thing is that the game clearly warns about importance of choices, whille a lot of them do little to the story so far.
Grammar: there are many mix ups between small and capital letters. Quite a few spelling and grammar errors and a few missing dots and commas, but everything was easily understandable. Autor doesn't seem to be native english speaker, but he mentions getting an editor soon, so I hope that these issues will be fixed later on. Some people in comments mentioned that font was bad, but it's does it's work, so it might have been about an earlier update. My only issue is that picking bright cyan blue, on rather bright yellow for USER INPUT font is a really bad choice. As user imputs are rare occurance, especially outside of naming characters picking hard to see color makes it very difficult to notice what's going on. Not to mention that the function they are used for could be done far better by simple menu with if statements. There will always be players that will write it in a wrong way somehow.
Gameplay: a bit grindy repetition of training / hunting / etc cutscenes. Most can be skipped by using cheats, which I advise doing, as they have no point beside delaying player progress. No random, interesting cutscenes, not much difference between early and late levels, no minigames (althrough that one could be a good thing). Aside from that and ONE random quick time event that SHOULD have been either estabilished earlier (for traning, maybe?), or removed completely. Just like already mentoned user input's, they aren't typical elements of Ren'py VN, so tying FIRST instance of that mechanic to instant death event seems like a bad design.
Under the hood stuff: I usually don't mention content of gamefiles when rating a game, but in this case there is an effect on gameplay. Namely, author seems to don't use labels to unify events. This means that in certain scenes, despite having already seen the same resuslt, while picking different choices you'll be unable to fast forward as Ren'py will see it as separate events. Annoying for completionists like myself, but it can be easily bypassed by picking "unseen text" in options.
Music: I rarely turn game music or voice acting on, as I prefer playing YT in background, but from what i've heard it's a decent, if a bit generic VN music. It get's the job done.
Conclusion: far to early in development to say what it will turn into, assumning it won't freeze in development hell, but more than enough as a proof of concept to keep checking on it every now and then.