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(+2)

Really good paperdoll, that's undeniably the main eye catching selling point.

You've built an interesting elemental system. It's simply missing a really handheld tutorial. Putting a couple enemies with 1hp and an absurd defense you cannot pass without a combo (DoT / def nerf) could make sure the player understood the system.

I plot grabs the attention.

I don't know if you are aiming for a long game with thousand of little scenes or a short game the player can replay multiple times. Some content is already locked behind player choices. (cloth choice and "spend time" events). If you are going for a long game, you need to be aware of the three directions you can design branching path from here: 1. every branching choice is independent and exclusive; 2. Branching choices can always be taken at a later point, never locked out, aren't exclusive, and interactions can easily be added and accumulated between routes; 3. Branching choices can be taken later but also become locked out, some events become exclusives by happenstance, interactions between routes can break and you have to start mapping out the realm of possibilities ("Spend time" events are currently in this category).

Solid start so far  :)

(+1)

Thank you! The plan is to have 4-6 hours of gameplay, but with lots of variations.