And gameplay mechanics, well the public build releasing at the end of the month will finally bring the game onto the RPG maker engine (though will still play like a Visual Novel). There will also be an option to keep the game as a Visual Novel style play where you can skip over the battle / rpg mechanics that I was going to be adding in.
Honestly this is my biggest concern. RPG maker games always tend to add a lot of pointless grind and sprawling, half-implemented maps with stock tiles where I have to waste my time navigating pointless obstacles like rocks and shit, remembering locations/routes and pointless fetch quests crossing several maps. The battle / RPG mechanics seem unrelated to the story - simply being a way to extend the content of the game. I'd rather see more art and better story than have someone bolt on 2000s-era JRPG mechanics in the name of "fun". And I'd rather just transition between locations rather than hold right for a minute - or, worse, dodge several empty, uninteractable houses, rocks, wells, dogs, and other sprites to break up the monotony.
A massive amount of effort has to go into building an interactive map that doesn't feel hollow. Random NPCs, items, interactivity, new tiles / stock tile selection and layout, properly obstructing player movement (so they can't walk through cave walls, houses, rocks, etc). Most people end up making a series of very narrow passages or big, empty maps lined with rocks/lava. Enemies and random battles are everywhere and aren't balanced properly, so you either grind forever to not die to an ever-present monster plague, or you're forever fighting pointless scrubs just to get to the other side of a map to complete a quest that's deliberately all over the world to extend play time.
There's no easy way to quickly skip dialogue or accelerate text speed (The ctrl key for seen dialogue n RenPy is a godsend), so you end up slamming the enter key/button to skip it, and then you accidentally talk to the same long-winded asshole again. And of course nobody bothers to scale the UI and fonts properly on resize, and RPG maker is always screen tearing on scroll (e.g. when moving around a large map) in full screen unless you fiddle with GPU settings. Not sure if the NWJS builds still have screen tearing, but it's been a reality for a decade already. And let's not forget the inability to hide the text obscuring the lewds and other niceties like dialogue history, auto-advance and such that a real VN engine has but nobody bothers to add to RPG Maker because they spend time on battles. Which they then make me fight constantly because if
they spent hours making that monster, the player should spend hours fighting it. Everybody makes RPG Maker games like they think it's the first time you've ever played a JRPG, and like it's the only time you'll ever sit through that particular 30-step "witty" dialogue about turtles.
And all of this takes a significant development time investment that I'd rather see invested in interesting plot, massive juicy
plots, art, and animation. Making a fun, innovative JRPG game takes
at least double the effort of lewd art and above average dialogue. I honestly don't understand why people insist on shoving it everywhere. It's one thing if you have like or two rooms with highly interactive shit in them interspersed with simple story progression, but dozens of maps end up being fucking tedious.
And of course saves randomly break between versions or the flags get changed between releases - making me have to slog through everything again periodically. Which makes me extremely frustrated following games with already slow release cycles. At least when someone breaks a RenPy game, I can drop in UnRen and use the source files and the console to work my way past it. Broken RPGMaker games are far more annoying to work around.
There are dozens of popular games with really good scene art on the RPG Maker engine that I skip because I'm tired of a new shade of lipstick on the same old pig. Your own Urban Demons game was a milestone of anti-convenience that fed my intolerance for the engine. It had some great ideas. And some of it was fun the first time around. But it broke a lot in unexpected ways, and the slow release pace, engine limitations and cavalier attitude to save migrations added an entirely unintended hellish meta spin to a game about hell.
I'm not saying you should port the game
again to a new engine or toss the work you've done. If it's your best engine, I can understand wanting to use it. Familiar tools make for better and faster work. But for the love of sweet Carolina barbecued fingernails, patch up some of the eternal annoyances of RPGMaker that make it a bad choice for VNs and think twice about the developer cost and player cost before adding "neat" gameplay features.
Thanks for listening to my Ted Talk on user-friendly fapware and thanks for your work. I'm not sure how much of this is applicable to your plans. But if they're designed around generic JRPG mechanics and the stock RPG Maker message box behavior people will be ejaculating tears more than anything.