How "big" will be the intro to the final game? Do you want the player to jump right into the action? With this type of game I could see a tutorial like Metal Gear:Solid's VR Training work well, set in a hidden village or whatever. So, rather than funneling the player through a tutorial, you give them the choice to "level up" their skills by fighting/practicing with teachers. Basically what you have now, just more focused on individual lessons.
"All abilities are unlocked from the start, and it's up to you to master how to use them." can be tough to get most players into the game. Personally I like it, but I find it difficult to design well.
With the orange bar, there's a lot going on at once for a newb.
Not sure if there was an actual error message, but after the second enemy appeard (girl sitting in field) it just blacked out and nothing. Where are the error logs located? I'll see if it happens again.