I like that you can click to speed through things, if you want. I restarted several times to test things and it helped to be able to skip over the things I'd already read. It seems like a decent start for this style of game, though it is not a style I normally play. The music and SFX worked well for the setting. I like that clicking around and exploring allowed you to get a useful item for later to beat the boss, even if the character didn't know it would be useful.
The help, about, and preferences text on the title screen are hard to read. They could use with a background, even if it is semi-transparent. The Keyboard and Mouse tabs on the Help screen could also use some decoration (background/border) to make them look like tabs. Combined with everything else on the title screen, I had initially thought they were column headers and was looking for the mouse controls. Only when I did not see the mouse controls, did I think they might be clickable. The Accessibility Menu is an example of the kind of background that would make the others easier to read. After starting the game and pressing Escape, they are much easier to read.
Starting the game the dialog comes up and I clicked through, then had an image, with no indication of what to do. I clicked around and clicking on the staff did something, but nothing else seemed to. It would be good to add some kind of indicator, or instructions, to guide the player. The enemy (?) drew the eye more and so felt like the first thing to click on. After playing a bit more, I noticed that the cursor does a color flip when hovering over intractable stuff. I think the colors are a bit too similar and the indicator does not stand out enough, especially when first playing.
Why does Naya have a different outfit on Tuesday? It would be good to add something to the story about this.
There are a fair number of typos, including spelling, grammar, and spacing issues.