Your team's premise and approach actually has a lot of similarities to what my team made (we have Mint as a bartender, for example, and Dokibird has amnesia and isn't sure of her identity, and there's some dialogue and idle conversations).
At the risk of being a huge hypocrite, then, I think the game had too much dialogue at the start (and if you click to continue the game after restarting the level, you have to click through all of it again) and a lot of it was aimless banter, which can be fun, but not really at the start of a game, and I didn't vibe much with the exact style of humor being deployed. It felt kinda "Rawr XD, glomps u," which is not a sensibility I really associate with Dokibird (at least since her redebut), and the dialogue attempts to patch over the limited assets of a game jam game instead of working within that scope, which is awkward, and leads to really complicated events or actions being conveyed through text on a black screen.
I also found the battle system a little confusing regarding inputs and timing.
I did really enjoy the art and the concept of having some of Doki's friends or collaborators having "Dragoon-sonas." It was fun to see Dooby and a train.
Since there are some similarities to my team's game, I obviously think there's potential in them. But I also obviously prefer a different take on them, since my team made a different game! So I'm sympathetic but opinionated/biased. No harm, no foul, and if the combat system were to be polished and the dialogue streamlined, I'd be happy to take another look at the game, because I do think it's interesting as a "developer" (I put it in quotes because I don't know what the fuck when it comes to programming) to see a game with such specific similarities to your own project but also a lot of differences. I'm curious how your game's story unfolds compared to ours!