Amazing game. I have a couple of constructively meant critiques tho, not sure if the dev reads but here goes.
1. Unsuspecting noobs follow the development and want to try new updates but get fucked when a new update comes unless specifically copied a save. So, put up a noticeable warning at the game's end (or somewhere else) that a save should be kept. Or maybe saves get corrupted with new updates and there's no way of doing this, but either way... would be good to know.
2. It's difficult as fuck in the beginning if you're a semi-casual player who wants to play on the Normal mode. I appreciate the challenge but I almost quit after a couple of hours because I had to save scum so much (even after I learned how important Guard is, as well as avoiding mobs). Actually, I almost quit at the boss fight in the end as well, and had to use an earlier save to get more Perika to repeatedly take off the collar. It wasn't until reading this thread that I realized Tactical Advantage is as big of a deal as it is. That should be made much clearer in the game.
3. The writing is excellent, minus a couple things. Alicia's motivations sometimes seem to go against that of the player, which is probably bad. Alicia sometimes cheers on the prospect of Aura dying or becoming completely destroyed. If Alicia is meant to represent the player's desires, she should only want to make Aura lose her inhibitions and moral compass, not actually kill her. It's also unclear why/how she would want to go that far unless she's not just a common sociopath but also actually a murderer, which isn't explained in game. In short, there's a contradiction between: 1) Alicia wanting Aura to become like herself, obsessed with shopping and similar things, and 2) Alicia simply wanting to hurt Aura without it gaining herself in any way. I think motivation (1) is great, motivation (2) (showing up a couple places, near the end) is bad.
4. The money festival was actually pretty frustrating. I'm not going to spoil too much in case readers haven't played it, but I'll just say that at this point in the game, the day/night cycle was extremely engrossing. The festival was telegraphed well in advance, and I tried to extend Aura's development as far as possible until all the mind alteration options were expended and it was nothing but [To be implemented] left. Still, as I said, the story development including the daily activities is the most compelling part of the game (especially compared to repetitive combat), and it's a shame that the entire festival is basically 1+ hours without any of that content. Feels oppressive. It would be better if it were broken up with a couple of "Next Days".
5. A more vague one, and it's more of a personal opinion: The Mind alteration room should be just that, for changes of mind. Not mind-control. Alicia is a figure in Aura's unconscious mind, and she is having an effect on her. People are affected by others, and by situations they encounter, that's how the mind works. The game doesn't lean as heavy in the "mind-control" direction as many others do, which I'm glad and hope it keeps up/furthers. To me, the entire premise is that Aura herself is changing her mind, albeit with the direction and encouragement of Alicia.