Maybe you are the same one who asked this question on the patreon, but just in case I will also answer here: It's an MZ game.
I see thank you. I have to say the scope of your game is very big, maybe too big. From the corruption panel, I can see that you have a lot planned (but no content yet). I would say to try to limit the features you're intending to build and methods of corruption until you actually have content for it. I hate to see all these avenues for attack go to waste because you inevitably realize how much work it'll take and you half ass it.
Another example of scope being too big is the size of the map in the fantasy world. So you're writing 2 games and compacting into one. That's very ambitious. It'll be the most well done NTR / corruption game ever, but if I had to bet my money on it, you're not going to develop something packed with content that will deserve the size of the map. You'll add filler quests that says "go here, kill x", 20+ times. One example of a game that fails to live up to the size of the map is Heaven's Studios
Alansya Chronicles: Fleeting Iris. They've been in development for I think 3-4 years? Released full version of the game? Still the entire map is filled with empty spots that does nothing for the gamer. The game becomes a chore to grind through without much meaning. Time and effort is spent on a map that is only seen for 30 seconds of the game as the gamer speedruns through the map to get to the next h-scene.
The best games I've seen, such as Kamikaze Ouka,
https://f95zone.to/threads/kamikaze-kommittee-ouka-rpg-v1-05-ankoku-marimokan.14014/, is able to write a compelling, engaging, and fun corruption that utilizes the map as a storytelling device.
They have one central map (school) packed full of scripts and scenes that change depending on the nature of the FMC. Sure they have like 4 filler "combat" oriented, "one path" maps that you pretty much only see once and moves the story along. But most of the content and IMO the beauty of the game is the little nooks and cranny you find exploring the school. As the FMC gets more and more fucked up, the attitude of people changes on the map and you can really believe that the game reacts to the player.
Now I don't think you are going to make a school map given what you already have and have the player trigger scenes in school by walking around, and that's
fine. But the fantasy world right now seems to be heading for a direction that I've seen many games go through: endless grind with beautiful maps that are the least of a player's attention.
My advice is to focus on what you do well: Write good dialog for character, don't add too many avenues for attack (quality over quantity), add functionality to give player a feel that they're slowly turning Aura into meat. Put less emphasis on the fantasy world and shorten the size and complexity of the combat maps. People are here to fap and mess with Aura, not solve puzzles and be amazed at the conditional choices you put on the map to whether to "Use Fireball" or "Break Limit", as cool as they were.
I can tell you're a good developer. I have a lot of hopes for you. Please do make mistakes that I've seen hundreds of games make and waste your talents and strengths.