Hello,
I streamed your game this past weekend. Overall, I actually think this is a rather well made game (I'm sure you know that, but that was a rather pleasant breath of fresh air for me.)
The game is certainly not my kind of game, and feels a little too "Doomer" for me. There is a strange disconnect between everyone in the cafe saying "Ewh, what's with that weird girl?" when the art for the girl is this cute, aesthetically pleasing design common to anime. I suppose you need to be able to suspend your disbelief, but for me it was just a little too far for me to believe it. I feel like being mindful of the character's design should be important for this kind of game - and not just about making a pretty waifu for weebs to drool over.
As far as the game design goes, it seems effective at what it's trying to do. There are some pretty minor nitpicks that would certainly help the game feel more polished. For example, it's never really made clear that you need to interact with items from the menu when standing near something (for example, you need to stand near the bird house in order to use the bird feed.) It sort of feels clunky: I know what the answer is, I have the bird feed, why not just use the bird feed automatically upon activating the bird house? On that note, if items must be used from the inventory, isn't it a little bit slow having to open the character menu, navigate to the inventory, then navigate to the item you want to use? It might be beneficial to either A) have an on screen inventory (like many classic point-and-click games) that allows users to click and drag inventory items onto the things they want to interact with, or B) just have a hotkey that brings the player straight to the inventory screen, reducing the number of menu screens by 1 (which is small, but goes a long way).
Finally is the "To-Do List" is kind of awkward to access and is a byproduct of the aforementioned inventory system. It's weird you have a dedicated menu for "objectives" but the to-do list is not shown there nor can be accessed from there. Instead the player must access the to-do list from their inventory via the notebook, which took me longer than I would like to admit to figure out because when I selected any item from the menu nothing happened, which made me think that I don't interact with items from the inventory. To avoid this, having a tutorial about how you use items would help (I know people are overly adverse to games being overly tutorialized, which is why I always recommend folks add a toggle switch in their options menu to enable/disable tutorials). Additionally, having a simple message pop up saying "I can't use this right now" when trying to use something from the inventory would help inform players.
There are lots of things I would like to commend with this game: The art (pixel art and CG art) look great, the music sounds good, and the writing (though not my cup of tea and often is a little to on-the-nose) is well done. Additionally, there is some cut animations and interactions that help make the world feel alive. Very nice touches.
One question before ending this review: I found this because it was tagged as RPG Maker, but it's clearly not RM. I'm curious why you tagged it as so? Is there hidden lore there?
If you'd like to watch my experience with your game, I've linked the archive below. You can click the timestamps to jump to when I start playing your game.