Weell this sure took a long time to download (mostly because I use mobile data heh) but I played it and this is my humble opinion.
I'll review things in the order they're introduced in the game's storyline. First of all, there's two buttons that are completely useless (or at least they don't work for me?) in the title menu; wich are the "Credits" and "Control Configuration" buttons. I dunno if they're a WIP or something, but they should be supposed to work since they're the first thing the player sees.
When you're in the name selection screen, you can see the time/calendar HUD. Unless this was made in purpose, I suggest this gets removed, since this is not a map, but a simple menu where you have to write your name.
The first thing I did when getting inside the actual game, was interacting with everything like crazy; and then I found out that there were 10$ inside the printer lol. Maybe you should add some hint or flashy effects to tell the player to search there.
One thing I noticed about conversations, was that you put the character portraits in the center of the screen. While this may be a good choice to give the player a more detailed look of a certain character; I believe putting portraits at a side of the screen would be better, 'cuz this way you can see the map at the same time than the character's portrait.
Of course, writing could be better on dialogues, because sometimes you can notice some mistakes or words that shouldn't be there in a first place (but of course, I'm no one to tell this since I'm not a native English speaker haha).
Right now, intuition is something really important for this game, since nothing tells you where to go when exploring the portal. Or even after talking with Alice in the first scene, I didn't know if going to the School, Library or Park first. And without getting out of the exploration topic, mapping suffers of the same problem than the 80% of RPGM games. Maps are way too big and empty.
There's nothing bad in creating a big map, but you gotta know how to decorate it correctly, so it encourages the player to explore and to not get bored. Literally, in the first forest (where the path is split in 3 roads) there were only 3 kinds of plants; big trees, small trees and bushes. And the whole map was literally just that, not even a single flower or rock out there. After going across three or four maps I got lost (?) and somehow ended up in a Slime Dungeon to get my ass whooped up XD. And there comes my next point:
The difficulty curve. This was indeed one of the worst points I saw about the game (don't worry, this is easy to fix). The problem I see about this is that it is way too quick, in one map you're fighting some Slimes that can die with one hit; and in less than a second you're fighting some Fire Slimes that can kill you with 2-3 hits.
It's nice that you want to make your game hard, but please don't make artificial difficulty. Make your game hard because you've gotta use strategies or certain skills to defeat your enemies, not because enemies have crazy HP and ATK stats so you have to grind till your arm falls off to defeat them. This is the main reason why I stopped playing the game. I guess my patience couldn't keep up lol.
The biggest advice I could give ya is getting rid of the default battle system (maybe search for some battle HUD plugin?) and fixing the difficulty curve. Then, make the maps a little smaller or give the player hints to he doesn't get lost. I'm sorry for not finishing the game, but I just didn't like the actual build. Maybe I'll give it another shot in some weeks/months and see how you've improved.
Always remember to not go away from your main idea because of another people tips, and it's not mandatory to implement things if you don't want to.
Have a good one!
Some of the things you've answered have been fixed, I will start by that :
The calendar and time in the creation screen are fixed, well, because I totaly reworked the time system so.
Well, it's meant to be hidden, I do give animation to important interaction, but finding that 10$ is like an easter egg, so
As for the portrait, I guess I could do that, but I never actually though about that, I will see.
Well, i'm currently going though all conversation to spot some mistakes or if I want to change a sentence completly since I realize it doesn't sounds the way I want it, but I need to get a checked tbf
Yeah, I do need to make some informations more clear, especially at the beginning, I actually just finished doing a tutorial for special mecanics. I have to fix the signs too, I don't get why some works and some don't lol
Yeah, i'm aware the maps are kind of big for how little there is atm, but they're kind of WIP, I do plan to add alot of side things to do, and alot of the "empty space" in maps will be used for that.
And for balance, there's supposed to be a sign saying it's a slime nest, I guess you could expect them do be tough
But well, there's some changes next version that will make those easier, and i'm going to reduce the penalty I did for exp gain on level diff, it's way too big.
And as for the Credits and control configuration, the control config is working now, and I just totaly forgot to add the credit LOL, I have the text file, but didn't add it in.
Thanks for such a long feedback ! I will be sure to take all that into account