Hello there. I've been playing a fair bit of your game lately. I haven't completed it yet, but I thought I'd share some feedback already so that I don't forget it later.
First of - this is a pretty great idea to have many characters all of whom have their own story within the same setting. Though it seems a bit much and too ambitious to have 14 characters, each with a unique story. That could take ages to do. I think 6-7 characters would've been a more realistic goal to go for, but I am sure you know what you're doing. Some of those characters sounded pretty interesting from their description in the character select screen, so I am curious to see how their stories will turn out.
Now for the gameplay, I quite enjoyed the web combat so far. I thought it was well-executed. The special attacks that are unique only to the web are cool and also the fact we can't use items gives it an interesting edge and challenges the player (like at times I had to save up the TP to use the HP regen skill). By contrast I felt the regular combat against street thugs and such to be kind of lacking. We only have two specials so far, both of which do approximately the same amount of damage and also use the same battle animation. I keep acquiring tonnes of TP in battles but am not given a chance to use it up on any stronger specials. I also tried buying a different gun, but the new gun didn't grant any new specials and instead just disabled the existing ones, so I had to switch back over to the pistol again. Maybe it's worth giving each weapon (or each weapon type) some unique special moves. Otherwise they all seem useless at the moment. Apart from my default pistol I've ended up only using grenades really, because they're just one-off damage items.
Another thing, everything in the game seems really expensive, especially in regard to new skills. It's cool that the game gives so much choice in terms of upgrading, it's a really neat gameplay mechanic, but the problem I have is that I have no idea which of those would come useful and which won't. There's like 4 different types of melee fighting, something like 8 different types of firearms, then tonnes of skills for speech, medical, cyber, lockpicking, etc etc, and each one costing a hefty sum. Since I don't know that well what they all do, it's a huge risk to spend so much money only to realise that the skill you've purchased isn't what you wanted. Like for example at the chop doc, I purchased the neuralware for $1000 only to get to see the doctor, but none of his upgrades I could purchase, so that felt like $1000 went for waste. Also the NPCs who can train you, it'd be nice if they told you the price of the upgrade straight away. Because at the moment what I am getting is something like this:
NPC: Would you like to learn the so and so skill?
Me: Yes.
NPC: This skill will upgrade the x, y, and z stats. Still interested?
Me: Yes.
NPC: Oh and that will cost $5000 (or some other large number).
It'd be nicer to get an idea of the price right away, like maybe when you list all the options in the dialogue choices, to just have the price in the brackets next to them.
E.g.
Medical ($1000)
Lockipicking ($2000)
Firearms ($3000)
^Something like that.
The mapping in general was very good. The city and slum areas had a nice atmosphere and were fun to explore (although I did come across a few weird tile placements in the slums, like the vertical-looking drainage that would be on the wall was on the floor instead; I can get you a screenshot if you want).
Music was nice too for the most part (the one for slums was a very nice pick especially). Although in a few places of the game the music didn't fit. Like I remember the one that plays at the Chop Doc and in the Police station is something that would fit some kind of critical action scene or the final dungeon as opposed to an inside of a regular building. I'd also highly recommend to replace all the default RTP tracks (I remember the factory used one of the default Dungeon tracks too), but it's up to you really.
Oh and I did come across one bug. After I got a mission from Cyrax to retrieve a file from the Textiles building, there was a kid standing in front of the door. Well, the first time I stood on his right and when I finished speaking to him the game froze for me, so I reloaded and tried again to approach him from a different side and I noticed at the end of the conversation he walks to the right. This means that if the player approaches him from the right, the game will always freeze. In this kind of situations, I usually use a conditional branch. You'd have a branch that says "When 'this event' is facing right, then [place event movement here] else... [place event movement here]". So him moving to the right you'd just put in the 'else' branch, whilst for the main one that says 'if he is facing right', it means the player is standing to his right, so you'd just make him move to the left or something. (I can show you a screenshot of what I mean if you want).
So to conclude so far, the game has a nice setting and some really cool ideas, especially with using multiple characters, each with a unique story, but it just needs a fair bit of polish as it is right now. I'll keep playing further and post more of my thoughts. Hopefully you find this helpful.