Okay, played 30 minutes of the demo. That didn't take me very far in because I was clicking on everything to see what would happen. The following are notes that I made as I went along, slightly stream of consciousness stuff. Therefore impressionistic.
The music works well. Nice choices.
The window skin is an interesting choice, but it is a little hard to read. I’m wondering how people with less good monitors will manage. Also I'm wondering why I have this window skin that goes the full width of the screen, but the text never goes more than about half way, often therefore giving me several lines of text instead of just one or two.
How is the player to know that the telephone booth is the save point? I knew because I’d read your post about it, but if I hadn’t there is at least a chance that I would not have discovered it. And why is the default ‘No’? it feels disrespectful towards your player and their choices, as if you’re slightly finger-wagging at them for choosing easy to save. I have never seen 'No' as the default on a save point before.
Oh no, dashing is disabled. Why? What good reason is there to force the player to drag around at that clunkingly slow pace? This is dreadful!
By the end of the first house, the player is thoroughly trained to assume that there is no point in exploring. No door on any of the 4 floors opens, no items can be interacted with. It is, therefore, most unlikely that many (any?) players will do those things again. Is this what you intend? If there is zero exploration in the game, then fair enough. If, however, there is some, then I think you need to reconsider making this such a barren experience.
In the pawnship all the NPCs are on stepping animation (I personally dislike that, but it’s not my game) except one, the blond guy near the entrance. He doesn’t speak either, just twitches if you click him. Seems odd that he neither steps nor speaks. I like the way you’re handling giving out the info, both here and the guy outside who tells you about the pawn broker.
I find it odd that when I’m inside the house and the pawnbroker, the ground tile beyond the door is grass and when I’m outside the building the ground tile is a paved area. The grass option looks strange, imo. I’ve now discovered it’s the same for all the buildings. I personally don’t think it works.
Found the punk, did the fight training. I could do all 3 settings, but only because I effectively memorized the keys needed. I think I’m good at typing, but even so, it was a struggle. For anyone who has to look down to find the key, they are going to sink. I think fewer and fewer people are used to using WASD, as for most games it’s mouse control, and/or arrow keys so unless they are touch typists, they are not going to be comfortable finding those keys without looking. In fact, I can think of a lot of players who only use mouse control. Me, I hate mouse, so I’m fine, but I suspect I’m in the minority. I think a lot of players might end up hating the system, irrespective of the speed. And the speed is high, even on easy. Now, this is your design choice, and you are aiming it at a specific audience (I assume), one which is comfortable with WASD and so on. I'm all for every niche being catered for, so I am not saying that you shouldn't use this system. What I am saying is that it is likely to be a minority preference.
Been into all buildings and up to the station. No items. Actually, to be honest, I find it boring that exploration provides no rewards. I have no real incentive to go anywhere, do anything. Do I need that scythe thing? I have no idea. I found the chest with the shards, but I’ve only got 5, so am I going to spend anything on what looks like it might just be a joke item, when I’m fairly sure that I will be needing healing items. I remember reading a comment in one of your posts that some item or another is necessary to complete the first dungeon. How are you going to prevent your player spending their money on healing items and so being unable to buy that item (don’t remember what it was now) and so being unable to complete the dungeon? If you have set it up so that an item is essential for completion, and that item has to be bought, then you are probably setting up a lot of players for failure. And in my opinion, if a player fails the first dungeon having taken rational choices, then the fault is that of the developer, not the player. If this item is essential, then I think you need to find another way to get it to the player. However, I don't know what the item is, or how it is to be used, and I haven't done the dungeon. I spent the whole time trudging round town.
It’s got to the stage where this stepping animation on the NPCs is irritating. I cannot see the point of it. I suspect it might be connected with all the remarks about retro games, but just because that’s what they did then, that does not mean that it is obligatory to do it now.
As I only downloaded this to try the keyboard thing, I suppose I was not particularly invested in this from the get go, but I was surprised at how little motivated I was to continue on. In theory there was nothing much wrong with what is there, but in practice it felt slow and labored. The long pauses in the bits of interaction slowed things down e.g. the gaps between clicking on the doors, then hearing the knocking sound, then waiting, then getting the text, then moving on. Or the pauses in the dialogues at the punk, and so on. Tiny in themselves, but the cumulative effect was to make it feel a bit heavy. It might be that you haven't actually put pauses in and it's something else e.g. a form of lag, but either way, it's not engaging.
Overall this is a very competent piece of work, Good maps, nice layout, some great bits of dialogue, good choice of music, only one typo that I noticed (something about a doctor's waiting room, and doctor's was missing its apostrophe). But as I said, for me it all felt a bit slow - except the typing, of course.