I've played a little under an hour, and here are my initial thoughts. Some of this was written as I played, some I've added to my notes afterwards.
I want to begin by saying that your maps are simply lovely. Very nice to look at, easy to navigate. But see my queries below about them.
In the town: I assume that the shop will have a background to it, and not just be a black screen? I can walk all over the chicken. It needs to be “same as character”. Nice having the cheaper trader tucked away on the side. It was an interesting map to walk around.
However, the forest illustrates one issue very clearly. It’s a big map, beautifully detailed – and I can’t go anywhere except along the narrow path. I cannot explore, and therefore can’t find anything for myself. It is simply a mechanism for getting me from point A to point B. As someone who enjoys exploration I found this a pity. And this can stand as a metaphor for the feel of the game as a whole. I don’t have to do anything except walk along and fight a few battles; everything is handed to me, I don’t have to work for anything, discover things for myself - apart from one small section. This reduces the interest factor considerably.
The only thing I have to do is to guess that healing poison is going to be a necessity, and buy accordingly in the town. Your player cannot know your game the way you do, and it is possible that some (many?) players won’t buy more than one or two, or maybe none at all. Once they get to Iceland, the contrepoison drops are less than the rate of infliction, so unless they have a good stock with them, it will be game over, as it is not possible to go back and get any. In effect, because of not being able to go back, if they want any they have to start the game all over again, unless they have a save in town. Without a doubt, this will result in some players dropping the game at this point. At the very least, I suggest that Adrian give some contrepoisons as well as potions.
Now, the first time that I can explore is the time when I cannot see where I’m going – not the happiest design choice. I’m being hammered by the encounter rate, and inflicted by poison constantly. If I explore then I shall have to fight more often than my supplies permit; if I don’t I shall never get out. Oh, and btw, you have forgotten to change the typo in the database, so Rat is still Rate.
At the end of the top horizontal path under the 2nd ray of light, there appears to be something (a blue something?) next to the skeleton, but I can’t interact with it. Walking over it a couple of times to see if I can means, of course, that I get another battle, so it’s an expensive mistake particularly as this time I’m constantly stunned. Although the individual rats don’t inflict huge HP damage, the cumulative effect of them getting, in effect, free turns, is that I lose a lot of HP. If that isn’t something that can be interacted with, I suggest you tweak the appearance a little.
What are the two blue pillars meant to do? If they are healing points they don’t work, if they are ornamental they look out of place, and I would have expected the party to make a comment about them. Oh, there’s another one, so they aren’t healing points.
Now I’m getting all party sleeping infliction, so more free turns for the enemy. I’m now taking big damage. And now it’s the bats and the whole party is blind. I’ve used all the medicinal herbs to cure poison, so this battle takes forever and I’ve lost a significant amount of HP overall. Now it’s the wolves, but Joseph has learnt Cleave, so I have high hopes. However, it deals around one third of an ordinary blow, i.e. 90 damage to each wolf compared to around 200 for a single ordinary attack, so it is counter productive to use it.
Seeing the blue entrance I guessed what was coming up, so used nearly all my remaining stock of potions to heal up. Good thing I did as the fire spirit deals around 250HP per blow. As both blows landed on the same character in the first round, that would have been death, and as I had nothing to revive a character, I think I would have been in serious trouble, probably game over. Which would have meant starting all over again for the same reasons as I gave for poison above. Wow, I do like the dragon graphic. I have now got to what I think is the stealth bit.
Things have become more interesting, but I do think you need to do something about the forest and Iceland to make them more interesting. I'm glad I persisted, because it is definitely picking up, but if I had just gone by the first 30 minutes of game play I might very well have walked away. I can see the logic of not permitting backtracking, but you then need to consider more how the player is to be healed up. As I mentioned above, the player cannot know your game the way you do, cannot know how long a dungeon will last, and so on. S/he cannot know what the money will be needed for, and so will not spend all of it on items. Even a small miscalculation could lead to game over. In the forest, I used several potions to heal up immediately before I changed map and met the soldier who took me to Adrian, where I got a free heal. I therefore had wasted those potions. I was very fortunate that I had stocked up on contrepoisons, but even so, I ran out before the boss battle and used all the medicinal whatever they were called, even though I'd also bought some.
Given the nature of these early battles, I wonder if ‘Vanish’ is the best skill to give to Sirius as his first one? It causes him to be less targeted for 5 turns. However, I need to get these battles finished as fast as possible because I can’t get back to heal up or get more supplies, poison drains my HP, and the encounter rate is high. 3 turns does it, so a skill lasting 5 turns is not really needed. As a player, I am very reluctant to give up a turn for an actor which would prolong the battle so I would take more damage, and all it would do is reduce TRG, not give him immunity.
Can I strongly urge you to work with a native English speaker on your dialogue. I'll put in a spoiler what I found just in the opening few minutes, and it was like this all the way through. In addition to the language issues, however, I think you need to be careful about the long blocks of dialogue that you give. One mechanism for breaking this up would be to use those linear paths to advantage. They have to pass over certain tiles; so call up common events where the 3 of them chat a bit, and information can be passed to the player that way. Having those bits of conversation would also help to make the earlier sections more interesting because between Adrian and the fire spirit not a word is spoken. As one of the party is unknown to the protagonist, you have an excuse for either of them to ask questions e.g. "Have you been a soldier long?" "No, only since the threat of insurgency got so big." This has given you a snippet of the back story without someone delivering a lecture about how insurgency is getting worse. Having characters tell each other what they already know is not interesting for the player, and is a very unnatural way for your characters to behave. And you can use these snippets for character development. For instance, in the example I just gave, if it's Alasran who says the bit about "No, only since..."
then Sirius, who knows him, could say "Ha, it was obvious since you were four years old that you'd be a soldier. Always marching around and giving orders to the chickens to fall in line!" So now we know a bit about Alasran's personality and his history. Just keep these snippets short.
And now for what I spotted in the first few minutes.
Spoiler
On the first scrolling text
“King Cirrus was listening the report” (listening to the report)
“All our studies bring the same conclusion” (studies come to the same conclusion)
Because crystal shards are plural, it reads better: “There are not enough…”
“maybe a pair of months” (a couple of months)
Next scene
“for making father proud of me” (to make father proud of me)
“to volunteer for this mission I hear about since the very first hour of the day”
(mission I have been hearing about since )
“Here is why, and you know it” (That is why)
“- not due to his family name” (- not because of his)
“If he wasn’t already tasked to keep watch of this peasants village in the north”
(If he wasn’t already tasked with keeping watch on that peasants’ village in the north.)
However, that isn’t really a complete sentence, as the “If” implies something else is needed. What I would do would be to turn it round and combine it with the previous sentence so it reads:
“If he hadn’t already been tasked with keeping watch on that peasants’ village, my firstborn would be far better suited to go on the mission than you.”
After gaining control:
Old woman talking (forgot to note her name)
“Thanks you” (Thank you)
“Celestia sinks into the Sea of Cloud since several years now and…”
(Celestia has been sinking into the Sea of Cloud for several years now)
“It is indeed preoccupying” (worrying)
This section feels like an info dump. Our hero knows these things, so why is she telling him in this way? Needs re-writing.
e.g. something along the lines of
"Celestia has been sinking into the Sea of Cloud for several years now and the king seems unable to do anything to protect us. I’m afraid that there will be a (another?) peasants’revolt if he doesn’t do something soon. And I’m not the only one who thinks that way!"
"Yes, it is worrying. My brother is Captain of the troop keeping an eye on that village to the north."
“Maybe I’ll benefit of the sun in my garden today” (technically this could just be changed to ‘benefit from the sun’, but I’d change it to Maybe I’ll enjoy the sun…)
Overall, I think this game has potential, and I will be interested to play updates. But I do think that dialogue and healing are two major issues you need to address.
Good luck with your project.