Please note that, although I'm almost talking only about negative parts, no everything needs to be thrown.
Your game needs a lot of polish, just like every beginner's game. Some parts did work well (I got a scarejump when I found the body of the queen, even though I expected blood) but it's too often drown in aimless walking.
I'm not sure if the font used is good. Some letters (like the "t", or capital "A") are hard to read and the lines look like they're waving. I mean, the bottom of the letters is not aligned on a horizontal line.
I think it'd be better to use something more classic, but easier to read than a fancy one.
No graphics, no music, no sound at all in the first text sequence... Maybe you can give the player something interesting?
Ah, now there's music.
Clouds' reflections are moving too fast for the camera pan speed. Since I can see no cloud shadow on the map, I suppose they're not supposed to be moving so only the camera is making this effect.
OK, the map panned up and I can see the sky's parallax moving. It is indeed too fast and it isn't seamless, showing a not so pretty break in the picture.
When I get to the map where I can see the queen, the camera is not centered on her, but on a guy (the hero?) looking different than the other guards.
The princess sprite as been resized, right? It's a little blurry, not consistent with the rest of the tiles quality.
Very personal opinion: I dislike the camera delayed panning. I know some players like it, so do as you want.
Accessing the menu:
Inventory is showing two categories (Items and Important stuff), but they are displayed on the left. Do you intend to display more categories later? If not, change the 4-sized to a 2-sized select window.
Skills is empty. Again, if you are not adding things later, remove it altogether.
Equipement: I can see numbers on the left, but not matching terms to know what they represent. Remove or disable the display for now.
Status: You could use the empty space to display a portrait. Now it's just... empty space. Not to mention the description ending with gibberish
No save... Again, personal opinion, I don't like when I can't save when I need to quit for Real Life Reasons. I'm not a slave to your game!
Activating objects: Please remove that sound, it's so annoying!
Change the text Fast Forward key to something else than Shift. It's just the best way to skip text when you don't want to.
When I left the room, I entered again but had to move up before I could go out again. It'd be best to teleport 1 tile up the exit for easy movement in&out.
On the map leading to the organ room: I can't go to the right, although it looks like a normal path. No message to tell me not to go further or anything...
People blocking the passage are really annoying when you have to wait for them to move elsewhere on a narrow passage.
Too many people with uninteresting lines. I mean, they're NPC fillers all right, but I don't even know what I'm supposed to do or where I should go! So end up talking to people, hoping for a clue and I only get filler dialogue...
In the garden, a girl says something about her twin. I have seen nobody looking like her yet.
(edit: now I have. I just talked to them in reversed order)
I found the one guy that I needed to talk to, with nothing to tell me that I had to. It was so random-like that I used shift to skip the filler dialogue, only this time it was an actual dialogue... He asks me about a dance. Yes, whatever so I can move the story!
And nothing...
More big, boring empty rooms with filler NPCs...
Ah, I found the dance guy again!
During the dance, near the end, the temp sprite got into some people of the public. I don't know if this is a pre-programmed movement or just bad luck.
After the dance, there is a line break in his dialogue "However, the [break line here] festivities (...)"
Noooooo! I did the dance thing for nothing?
Where is the story?!
Ah, the queen is accessible now.
"Talk to your attendant". Er, who? Am I to click on everyone again?
So the sprite on the right is my attendant. Only because she has a different sprite.
A cry in the night. Now that could be interesting. At last, something is happening!
Oh no, I have to walk *again* in this huge castle to an unknown location?
No way, I'm thinking of quitting now...
Ball room: Someone tells me it came from the kitchen.
With an access route that requires to move all the way to the left first. Please rethink your level design.
I found the body. The statue looks like it's made of two differently colored tiles at its half.
The cleric has a strange line:"This must have been planned for months. Nobody could be that cruel."
Er, she is dead under a statue, no need for months of planning. And I don't understand the relation between months of planification and being cruel.
And what is cruel? It's just that the queen is dead under a statue. You could call it a lot of things, but how is that "cruel"? She didn't suffer and wasn't tortured or anything.
Back to my room, I go outside and to the ballroom. People are still there. Ho long did I sleep, if at all?
The Shift key skipping text is all powerful now that there are some text (voiced over by you, did you not?) that got smashed in the process of running in this huge castle to go, again, somewhere unknown.
The note attached to the lantern talks with words like "cursed", "doomed", "perish"... and then a question: "Would you like to pick it up?"
No, really? I want to said no and run to my bed.
But I'm supposed I have no choice, so I eventually picked Yes.
The lantern given by the Fire spirit. Again, a false choice.
Don't ask the player if he wants to do this or not, when this is just a "but you must!" show.
Choices have to be meaningful.
If I say no, it's no I don't want, now and forever. Or just make me pick the lantern without a false question.
At the end, he said to look for a small purple flame if I need to talk to him again.
How convenient, there's one just right here... Er, no, it doesn't work. It's just that the whole map is tinted purple...
The Fire spirit talked about setting things on fire, but I have not understand how I can do it.
When I went back to my room, the dress on the right, which has a description text talking about burning it, offers no choice.
I don't know how to use my fire at all.
I got a game breaking bug when I went outside the room (after the Julius guy's speech). I touched a guy and got a "Unable to find file: Graphics/Faces/placeholder".
I'm quitting here, but I'm almost happy it crashed.
There are too many things that need more polish.
The castle is too big and empty and without purpose.
NPCs are boring with their filler dialogues when I don't know what I'm supposed to do.
I have to constantly wander the castle at each section of the story, and never do I know the what/where.
If you want to have a story followed by the player, he must have something to follow. Wandering a castle is not fun. I want to explore, knowing where I should go, not walk aimlessly hoping to find a clue.
Maybe you should add a quest log, or insert meaningful dialogue before letting the player walk. You, as the developper, know what you must do next. I do not.