I've been playing this game for a fair number of hours, despite it seemingly just getting started. Nice to see someone IS trying to build a real epic.
But I have... so many problems with this game. When you were designing the combat to be challenging, you succeeded, it is challenging, but not in a good way. It's not a matter of preparation or understanding mechanics or anything like that. It reminds me of old school D&D a bit, where you are so weak that it's largely down to RNG whether you end up dead in your first battle. For a small party of lv1s, you might lose to a pair of random goblins, all it takes is a bad first round and everyone sucks so if they land the first crit that's it.
This game has that in spades, whether I can win any of the fights or not is largely down to whether I get unlucky and 2-4 enemies target Feyule or Wisest in a turn or two. The items given are few enough in number that the long fights lead to endless attrition and while there's ways to steal MP and lots of MP items the items are small and you go through 5-8 of them in one long fight. I'm starting to wonder if I was supposed to grind out another 40 or so battles in an easier zone before the random encounters got really difficult. The reality is, I'm pretty much out of heal items now, I can't keep going fighting and every set encounter and boss battle has a maybe 30% chance of wiping half my team. There's no heals in the closed set and very, very long dungeon segments, beyond items you pick up which aren't enough to overcome the attrition from random encounters.
You clearly have talent writing and I can see that this is written in a specific way that it could be novelized or used as a movie or serial script easily. You work descriptive action into it regularly, people act a certain way, and it all builds the scene in your head such that you can kind of understand it. I'm not sure whether I like the fantasy or not, it's still too early to tell what the point of the fantasy elements are, beyond maybe a reason for things to happen that aren't entirely understandable. Here comes the but, but I can't stand that constant pauses. Even with the button held down, which by default puts RPGmaker games into a sort of fast forward of skip text, continue, skip text, continue, etc, the text displays one line at a time, there's usually four or five stop pauses in EVERY paragraph, it's intended to introduce a natural pause a la the end of a statement as you'd experience in conversation but when you have literally several hours of non-combat "cutscenes" at a time it's infuriating I'm not even allowed to read at my own pace. I don't need there to be pointed pauses every time Feyule does... really anything, I understand the intent with the character being naive and stopping to consider everything all the time but every single conversation I have this stop and wait and I'm waiting for the conversation to end so I can do something and that's NOT good for any RPG. The point is the narrative, that doesn't mean it's a good idea to make dealing with the narrative an extra chore like we have to put up with a plodding pace in order to be allowed to enjoy the story.
Sorry if this comes overly critical, you clearly put a lot of love into the game, and you have a lot you could teach to a lot of people making these games. I think, honestly, that someone like you could easily direct a team to make a full realized modern game, but I feel like you should recognize that it feels like you have an idea of what the RPG audience is and you're trying to punish them for being that way.
