There wasn't much story introduced so I won't comment on that, but I do think the dialogue was over-saturated with dashes and ellipses. It seemed like almost every sentence had one of those when just a period would have worked fine. Since ellipses often are used to show someone trailing off while speaking, I ended up imagining Keres and the Chief to be teens that were just so 'over it', which is amusing, but not what you were going for I assume.
I also felt some of Keres' comments, mostly up in the Chief's room, missed the mark. I know you were going for funny, but commenting on 'weird hobbies' when the only books on all the shelves were apparently about politics doesn't make sense. If Keres had read the title out loud, maybe it would work, but as it stands I just thought that Keres thinks political books are strange.

Most of the demo was battles, so I'll focus on that. I mentioned not enjoying action systems in rpg maker, and that's because it takes a lot of work to make them really feel fluid. And unfortunately, yours still needs work. I didn't get any skills or other weapons to use (I'm not counting the bombs since I didn't try to use those in combat), so I just spammed 'F' to fight which didn't make for engaging combat. It didn't help that the skeleton enemies could do 75 points of damage per attack and were over-caffeinated so they could hit me two to three times before I could get far enough away from them to turn and hit them, which meant I saw the game over screen often.

Not being able to turn in place meant that it wasn't always easy to line up my attacks, so by the time I could strike the enemies they usually got a few hits in.
Since I got overwhelmed by the skeletons so often, I became very familiar with the game over screen. Which is why I implore you to find a script that let's the player restart from their last save, since I wanted to jump back into the game but instead had to wait for your splash screen to finish after each death.
The boss battles were actually the easiest fights for me, since they didn't strike as quickly as the skeletons. I just kept my shield up for most of the time, and then I randomly seemed to do a shield bash (was that a skill?). The shield bash could drive the boss into the side of the room, and then it was easy to hit it before it could turn and properly attack.
I didn't run into any game breaking bugs, but I did have a few issues with the items dropped by enemies. Sometimes after I'd kill a skeleton (mostly on this map), the item would spawn out of my reach, taunting me.

I don't know how you'd be able to fix that, but it's probably something to look into if you're going to have a lot of maps like this one:

Overall, I could see what you were going for but the demo just didn't contain enough for me to get a really good feel for the game. More weak enemies to fight and more tools/skills to use would have helped with that. It's not bad by any means, but definitely is still in early development. Good luck improving it!
