I recognize that font!
This is cool. I played Flowers in the Mist; not sure if that was the only story. Clearly there's a lot left to implement, both in terms of polish and gameplay, so I'll try and skip the obvious comments. (I got a bit of a laugh out of the mouse hover sounds in the combat bc they sounded like BFXR 8-bit sounds).
- In this (https://i.imgur.com/u3yJsjz.png) situation, I think the second comma shouldn't be used. As in, I think it should be "A curious, glowing flower" or "an urchin's small, dirt-covered hands." But I could be wrong, so I would go with whatever you've seen in novels.
- In the battles (https://i.imgur.com/50HqBGd.png), I couldn't figure out what the [C1] was supposed to mean. It seemed like I got locked into repeating the same actions every turn. Also, the feedback button blocks the battle dialogue.
More broadly, I think the biggest thing missing right now is the timing at which information is delivered. For example, when you do a job, the order of events is "Click the button -> hear the 'success' sound of coins in your pocket -> eyes dart over to your stats to confirm that you gained money -> read the lore on the screen to figure out wtf you just did".
Ideally, the order would be different, right? Click the button, read the text, see some juice (particles/audio), and finally see the number increase in your char sheet.
So, in a general sense, I would probably work on slowing down the text and having it appear sentence-by-sentence, or having it read out like a VN. Of course it's worth including a read delay setting as well, because some people will want it to scroll faster. But I thought the reading effect in the beginning was cool, while the in-game walls of text needed to be slowed down to sync with the events. I always felt like the gameplay events occurred first, and I was playing catch-up by reading the text to understand what I just did.
Anyway, I'm not into horror per se, but I enjoy story games, so I hope you keep this up.