Dialogs where portraits of characters are off to the side to show who's speaking are incredibly cringe. Instant turnoff for me.
Additionally, you are using inconsistent art styles. For example Said portraits are at a much higher resolution and level of detail than the sprites and graphics of the game world.
Also the art of those portraits is itself pretty bad. Bad enough that the game would be better off without them. Not to mention it'd be better simply because as I said, having portraits on dialog boxes is extremely childish.
I don't like the grid based movement.
The sprite animations are extremely stiff and awkward.
In world map you can select regions with arrow keys but when you hit enter it takes you to a menu? Whaa...? Yes spacebar works.. but enter bringing up a menu?
Btw, the music matches the art and graphics style of the portraits of the characters when dialog boxes come up. And completely doesn't match the game's graphics. A more chipetunes'ey theme for that would have been appropriate. Though when I first entered the woods.. or whatever they were, the third dot on the map, the music there did fit a bit better.
I get there is only so much you can do with an isometric view, but you could have done a lot better with certain perspective details. Like the back half of a roof could have less vertical length than the front half. Little things like that give it a very amateurish look.
I didn't notice any bugs which is a plus.
Also the narrative was a bit heavier for what the game was. A light more implicit narrative almost always makes for a better game.
Design choices should flow from an underlying fiction understood and planned out by the creator. It doesn't need to be told to the player explicitly.
The game has a pretty good scope which means it definitely took a lot of work. But these are some things that need to change.
Just my opinion. And I'm a professional reviewer for game informer.