Promising art, interesting story, lots of potential here, but as necronovelist pointed out there are some significant gameplay issues.
The biggest ones to me (besides the incomplete translations you're already working on):
- Start the game in the main hall, not the prison. The main hall is where you talk to people who give you all the background info about what's going on and where you are, and some starting-out quests; until you've talked to them, you really have no idea what's going on. I'm no coder but this seems like an easy thing to fix.
- The mapping of the dungeon would be a lot less frustrating if there were more feedback given to the player. Every "empty" square in the dungeon is identical. The map can even teleport you, apparently? But how the heck are we supposed to figure that out without reading this thread or a lot of frustrating trial and error? Even just saying "you feel dizzy" or something, after the players moves over a part of the catacombs that teleports you, would be a clue. You could also add some minor details even to the "empty" parts of the catacombs; maybe dripping water, or bad smells, scurrying rats, piles of broken bones, or whatever. If you can whip up a little more art, adding a few more different dungeon backgrounds would help too. Stuff like that would go a long way to make exploring the dungeon feel more like exploring an actual dungeon, and less like the player is just trying to brute-force our way to pressing the correct combination of buttons, "up up down left up down right" or whatever, until we get to the correct answer.
- Any game in which I have money, and I also have an inventory screen, the inventory screen should always tell me how much money I have.
- A questlog or journal of some kind wouldn't hurt either. Doesn't have to hold the player's hand and tell them what to do, but some basic keeping track of "which person wants what, and what have I already done for which people" would help. Keep in mind a game like this ought to be something I can take a break from and go eat dinner, watch a movie, whatever, and then come back to and pick up where I left off.