I had intended playing through to the end, but after the explosion, I go to Dyme Forest and collect Nacht again. If I return to the town e.g. to get more supplies, when I return to the Forest I am invisible, and I stay invisible. My guess is that when you turned transparency ON for the cut scene where Nacht is collected, you didn't turn it off permanently, so re-entering from the town (though not, interestingly, from the Facility) re-activates it. As I'd played over an hour by this point, I decided to stop and give feedback.
Story/Dialogues/Characters
The basis of the story seems solid, with the potential to go off in more than one direction, so it doesn’t at this stage feel rigid. Background is added in the game in digestible amounts, though I have always thought it a bit of a shame when NPCs give information or whatever, and the party makes no response. No “Huh, that’s weird!”, or “You don’t say!”, or “Thanks, I never knew that”, or something that would make it a bit more interactive. There are several places where this sort of small addition would have made a good contribution to world building.
Dialogues are, in the main, good and flow naturally, contributing to character development. At the moment the characters are just a little bit clichéd, but maybe as they flesh out they will become more distinctively themselves.
However, you could do with better proofreading. There are a few grammatical errors, especially on the use of the singular and the plural. For example:
In the Intro you have “Beorgia makes up for this with their size…” Beorgia is a country and therefore singular, so should read “makes up for this with its size…”
“Any loss of progress due to beatdowns are on you.”. ‘Any loss of progress’ is singular, and so it should read “is on you.”.
Mapping and Graphics
In general very competent, with one type of exception. I found no passability errors, and the route that I should be taking was always clear to me, so from the point of view of functionality, they were fine. In terms of design, they were okay, but a bit boring. A little bit too regular. Personal opinion here – I don’t think the Ace rtp grass goes with Mack trees. The colour palette is different. However, back to the exception.
The interiors of your houses in the town are too big and empty. They could easily be made smaller and if you included some kitchen objects – stove, sink etc. (how do they cook and eat at the moment?) that would fill some of the space. Also, no windows on the back walls – this makes these houses look dismal places to live in.
A couple of general things on graphics: your title screen and battlebacks have not been re-sized to match your custom screen size. I never saw the game over screen, so I don’t know about that one, but I guess that’s likely to be the same. The black border around them looks ugly.
Many of your sprites (NPCs and Alemmi before she joins the party) walk on the spot. Personally I don’t like the static walking tradition, however, that’s not my point. I say “many” which means “not all”. I think you need to be consistent about this one. Either sprites walk on the spot or they don’t, but it looks messy to have a mixture, especially when they’re standing close to one another.
Battles
I found the balancing fine. A bit tough, but with careful play doable. As I said above, I had no Game Over. Again this may be just personal preference, but you give these skills, and yet all I can do for at least half of a battle is spam attack as TP is reset each battle, rather than being allowed to accumulate. Maybe I was unlucky, but it was also the case that the skills Grissam starts with seem to have a lower hit rate. So I was quite frequently in the situation whereby I’d built up the TP over several turns, used the skill and effectively lost it.
The list of skills which each character could learn looked interesting and, at least in theory, well balanced. Obviously I didn’t get to learn all that many. Skill descriptions for Reckless Blade and Ultimate Blade are identical. Should Ultimate be all enemies? Or maybe with a lower chance of failure? Also the wording is ungrammatical.
The introduction of the spider webs on the ground was a nice little variation which brought in a bit more interest. And speaking of little things that add interest – that masked watcher/spy for the first cut scene at the facility who then vanishes is a definite winner. The player is left intrigued by what might be going to happen, but doesn’t expect anything good to come out of it.
Overall opinion
This game has a lot of potential, but needs polishing. For example:
Mapping needs a bit more flair, the re-sizing and consistency issues that I mentioned, proof-reading, a bit more interactivity in the dialogues with NPCs, would all add up to significant improvement. None of them is a huge issue in itself, but the cumulative effect is noticeable.
I shall watch this thread and may well come back when more gameplay is available.
Good luck with your project.