Hi, thanks for your feedback - as so often, we stopped development when the jam was coming to it's end. So, many loose ends never got finished.
I am particularely interested in the UI of the story. You mean the book/paper sheet, which is presenting the evolving story, right? The dialog is hard to differentiate indeed, as all boxes look exactly the same. Will keep that in mind for my next games with such a style. The monolog/story part is presented without any boxes - this should be distinguishable from the dialog parts, no? The consequences of your actions can be roughly divided into two parts: "paying" with positive tokens will increase/not harm your standing (the pink-ish indicator below your profile) where paying with negative tokens (the red ones) will decrease your standing (you are acting negatively to get what you want, so to speak).
But this concept had a bigger picture in mind, where you start a romance with Edmund in the second part of the story - which was never finished.