Obviously, a vore themed turn-based rpg is a great idea - and the idea has proved successful in the past. However, on a fundamental level, this project is lacking *many* things - but you probably already know that.
Number 1 thing though is that in concept, there is zero complexity or nuance to the battle system. Characters each have 2 skills and a normal attack, but there is very little difference in the way that each character functions. Not only that, but there are zero unique mechanics here. A simple toughness bar would've added a lot here: Each attack deals damage, but also deals "toughness damage", when an opponent's toughness is depleted, you can eat them.
Number 2 thing that I find actually more important though, is that there is very little personality to this little project. Sure, the characters are all unique and interesting designs, but there is no context given by the game as to who they are, or why they are here. Even if you wanted to keep the scope small, adding simple lines of dialogue unique to each ability for the characters would add a lot of personality to the project. Not only that, but there are somehow zero combat animations. An important part of any rpg is animation, as it gives you immediate feedback on what just happened, and if it was successful. Even a simple teleport-and-punch animation would help a lot for the feeling of this project.
Number 3 is definitely the most important though. The gameplay of your project is not fun, nor interesting. There is no strategy here. All you need to do is click the attack button until the enemy dies. But then there's a bigger problem: number scaling. The characters simply have too much HP. If we were working with smaller numbers, an attack or defense buff could actually be interesting. Healing too. But because the HP pools are so big, the strategy is removed, the gameplay suffers, and worst of all, it takes FOREVER to even win. I tried and I tried, but I really could not bring myself to play more than one "battle" because it took me literally 10 MINUTES of mashing the attack button until I got a guaranteed win because the enemy barely hurt me.
Really, all of these problems come up likely due to a lack of playtesting. I get that creative works are meant to be created for fun, and the art is actually pretty decent for this project - but it fails fundamentally as a game. I just think it's important to remember that it doesn't take much effort to turn something fun to make into something fun to enjoy, just by thinking.
Sorry, I am just really peeved at the fact that this project exists in this state. There's a lot of potential here, but as a person who plays *actual* video games, it really hurt me to have to suffer through playing this to sate my curiosity. That's all. Bye.