Unrelated for the moment, what other starting options should the player be able to set?
Still working on the format but the buttons turn green when you set them and you can only progress past this point once you set up your character fully.
1. Unsure. A lot of the options you adjust via the ledger as foe types or situations are discovered. Nixxing potential encounters from the start doesn't seem like a great move, since there are so many complicated plot elements at work. Probably better to just deal with them as they arrive.
As it is, two or three of your origins would have to lock a few of those options, such as race, gender, even class or background. (At least at the start. After which it's fair game.)
Ratkin mom, Last of the Line, Unluckiest Goblin are hardstuck races at the start, because other options don't work with the narrative. LoL is futa or female, Unlucky is futa only. Ratkin mom... well, anybody can be a mom if they want to be, though that may mean the daughters are potentially adopted or something, which may be more complications than desired.
Lost Magic is a mage / spellsword? Though maybe fighting amnesia as an ever handy trope could be a thing so you gradually unlock your broken battlewizard talents through the journey (hence 'lost' magic).
Unlucky is a Knight, though that could translate to a few options. But likely just warrior or paladin, and paladin seems to be more of a later game unlock.
LoL has a bit of flex, other than a super high ranking Avadonian elf, I don't think too much detail is placed in their talents beyond being in command and going down with the ship, as it were.
You teased a Lizardfolk origin at one point, so I imagine that'd probably be lizardkin, and some sort of scout / hunter/ gatherer start.
2. Some options will likely end up being tackled within or after the prologue anyway: For example, after
I can see the window popping when you reincarnate to ask 'A new beginning! What would you like your Name and Surname to be?'
3. If Background is supposed to be Origin, maybe have that at the top instead, so the choice and effects are immediate.
4. I'd add a little friendly disclaimer at the bottom saying something along the lines of '
Life in Vicindio is often volatile and transformative; just like your path, options and selections are not set in stone.'
Or if that's too fancy: '
Note that you will be able to change these options through gameplay and events later in the game'
5. I know I shouldn't cast stones when I have yet to release anything, but the UI feels a bit... drab? Intentional, or just going with what works?