(Read with caution. Spoilers below!)
Thoughts for Improvements
I'm writing this comment as I go along and find new things so that you can consider implementing such changes in if you so choose to do so. Reminder that these are just suggestions here that you are free to accept or reject.
First off, the trailer for the demo can give more time between the gameplay to have the viewer read what the characters are saying, or you can try to have the demo be full of backgrounds and character sprites in-between the big text so that you can build up suspense with enough mystery and intrigue without giving away what the characters are saying.
As for the beginning of the game, there could be sound effects when the radio makes static noise, and when the player receives the map, the side message is in Spanish, as well as the bottom text when I open up the map from the game menu.
Furthermore, I like the sound effects and the ambience in the background, too. I feel like there should be more prominent rain noises, but that's just me. This is because I hear the breeze of the air and the croaking of the frogs but not the fall of the rain.
Otherwise, I love the art, the black and shadowy edges around the screen, and the layout and unique look of the main and game menu. Love how the eye follows the mouse, even if it can look slow when moving the cursor slowly.
Further in the visual novel, I wish the bird in the woods was seen found on the ground for better visual understanding of what I was looking at originally, similar to how there's a full CG when meeting the dark-haired woman in the woods. It would have been interesting to see the inside of the bird or a stick poking at the carcass, but that's not necessary either, nor did it break my sense of immersion. If there was a full CG of the bird lying on the ground, then you could have visually shown the black goo pouring out of it or the main character's foot getting caught up in its sticky residue. Again, that's not necessary. I'm just thinking of how the scene could have been done better.
As for later in the visual novel during the next day, the line "We're going to get drowning with problems" from Miller at the hospital could be better phrased as, "We're going to be drowning with problems."
At the hospital as well, you forgot to add in a period at the end of this second sentence from Will: "At least the sky is clearing up. If I leave now, I'll beat the rain."
Otherwise, I played through this demo once. It almost took me an hour to get through, which is not a bad thing at all. If you manage to make this a two-hour experience, if not longer, then you can charge money for this visual novel on Steam without having to worry about people abusing the refund policy by completing this VN in less time.
Ultimately, I got the ending where Will and Lyra are in the car. I love how the image with Lyra in the car enlarges on the screen as she becomes more stressed in the scene. Yet, they are obviously on the side of a mountain, it seems, since there are guard rails that prevent cars from falling off. Thus, the road seems pretty narrow, and I wonder where they crashed into that produced such a noise if only trees and grass are beside them on the other side of the road. It doesn't sound like they crashed into nature. That could be me nitpicking there. Plus, there was no mud or puddles or dirt on the road in the background image to convey that there would have been a smear of mud on the road to have caused the crash, unless my memory mistakes me.
It also could have been better visually conveyed when Lyra tries to get out of the car or when Will tries to grab onto her. Even using an hpunch or vpunch could help punch up those moments better to intensify and exaggerate them. Again, these are merely suggestions you can consider or ignore here.
Finally, I also noticed that it takes a while for the game menu to pop up, and it takes an extra second for those dark and shadowy edges to pop up around the screen. You may be better off hiding that effect or turning that effect off and adding in those shadowy edges into the PNG image of the game menu itself, if I'm understanding things correctly.
Overall Thoughts on the Visual Novel Itself
All in all, I'm impressed with the amount of work and care put into this visual novel, especially by a solo developer. Although I wasn't gripped or intrigued by the story until the end, I still liked it and thought each scene carried their own weight and never overstayed their welcome. I could tell you enjoyed drawing Lyra, and the different CGs pay off.
Although the VN is on the quieter side, I didn't mind that all and thought it fit the dark and suspenseful atmosphere and mood of the story. Again, I can't say this enough, but I'm seriously blown away by the art and thought you did a phenomenal job at bringing the characters and backgrounds to life with their own distinctive looks that match their ages, professions, and worn-down appearances.
The point-and-click mechanic was a nice touch, and I loved the care you put into dressing the characters in various outfits. Although, I myself never wholly connected to the protagonist or his struggles, I thought everyone was written consistently and well.
For whatever reason, the mysterious town vibes was reminding me of the DS game Professor Layton and the Curious Village. The ending reminded me of the ending of the horror film called Population 436. The bleeding eyes is something I found to be a bit cliché. A girl with bleeding eyes is also featured in another visual novel called When Winter Comes Again, but that was a totally different context in a completely different genre. I'm not saying it's a bad thing, but it can come across contrived.
Ultimately, I rate this visual novel a solid 8.5/10. Great job!











































