So I did get the chance to play the game, and I have to give a few suggestions and a bit of praise. =)
- The music could be placed a bit better. The FF7 Parade Theme plays inside of the castle, and you don't know where to go at first, so it might be better to either tune the volume of the music down while your inside of the castle or put a song that has a little more variation. The song was used in Final Fantasy 7 and 9 for when there were actually band players, so the presence of those musicians came first, and that seems to be why it worked so well.
- The dialogue is great, but the one part with the guy who gives you the monster tracking equipment goes on forever. There are other parts that seem to have kind long dialogue here and there.
- On the opening displaying internet aliases for credits seems a bit weird. If you marketed/promoted the game on youtube to a more general audience than those only tolerant to rpg maker projects, they may find that a little weird-feeling.
- Even though the MP3 music is great, you could compress it to make the size of the game smaller for slower connections
- Walking around the castle looking for the dock took forever for me, while that FF8 song was playing. You may want a kind of castle theme midi or mp3 to play on those parts, as the FF8 song sounds like there is "battle all around you" while you're just waking up, strolling around the scene.
+ The graphics, and mapping is awesome. It feels like a true SNES rpg.
+ The opening is really absorbing.
+ It really does have a great story.
+ The battle system and battle graphics are really good.
+ The potential for a very interesting full game, kind of like Demon Legacy or Onyx, is huge.
Bottom Line:
Recently, I experimented with releasing my project, Takuto, as a visual novel with loads of text on Newgrounds.com among other various communities. I found that people didn't have big enough attention spans, and I felt that if I want to go far with the dream of getting hundreds of thousands of people to experience my story, I'm going to need to tell my story in a way that will grab them from the get-go, and then keep them going.
I feel that it could work as good advice to you, here. You are a great director with a good project, that has potential to really grab people right from the start and keep them playing. Just remember that, if it's your goal to have a lot of people view and play your artwork, you may have to find ways of keeping them playing throughout the course of the game, keeping every part fun and absorbing (people that have played 2d snes rpgs before might be tolerant enough to walk for 5-10 minutes through a place, looking for where to go, but most will want a snappy, quick, experience).
If you believe your story is great in your heart, it really has the potential to give quite an experience to viewers. The opening shows that you are a very good director, and a great writer. I do wish that the entire thing could have that same impact, including those parts where you're walking around the castle. Hope you can release another demo with improvements all around. =)