-Make some random respawns. Whenever you enter a map, there's a 1/5th of a chance for each enemy to respawn. That way, you won't have to refight them every time, but should you decide to backtrack, it won't be a lifeless void (especially since you don't have a lot of small animals and others stuff to give more life to your maps).
-The more I think of it, the more your maps are not interesting. They are mapped correctly, tiles are used fined but...it's just...like they should be used, and not more. In other words, they are very ordinary. Try fusing some tilesets and looking around in the screenshot threads or mapping contest threads to get some inspiration (that's what I do, at least). For now, focus on moving forward, but if you ever intend to be more visible, you will have to work on that.
-Anyway, with a bit of grinding, that boss wasn't too hard. There's a very big difference depending on your level at the time of combat.
-I like the scene after the flashback. They are very commonplace, but this one was executed quite well. If you can find a song that fits exactly the length the cutscene and ends with a bang, even better.
-Ensure you playtest the game's difficulty without doing the sidequests at least once.
-Should you focus on one type of skill? If so, is the opposite strategy viable?
-I really like how you started with some snow patches, then gradually making it snow, then covering the floor with snow, main reason being that it's quite similar here, when I look outside the window. Nice music too. You grass is a little too green though, make it a little more yellowish (just a little) and reduce saturation.
-Common, I'm sure you can come up with a better name than "Blue Hound".
-There's a script somewhere that makes you leave footprints. Use it for the snow fields.
-All your dungeons (both interior and exterior) are very linear. There are some paths that you can take to get some treasure, but most of the time it's just a straight line. Try some other layouts, like paths that need to be unlocked by going through another path, at the very least.
-A priest with dark powers, haha. Nice. You could elaborate a lot on that, how he feels not to be able to help people, etc. Battle wise, he is, just...not very impressive. Kinda boring.
-I like your choice of music.
-When you get to the castle, the king says, at one point "I know you will". But the text bubble's arrow doesn't point towards him.
-The castle siege thing...it's very advanced for an RM game. Good job on that! I wonder, how long did it take you to balance it?
-You do know that "I'll meet you in the other side" sounds like "I'll meet you after we both die, cause that's going to happen for sure" right? I think you meant "I'll meet you in the other side of the passage", but still, it leads to some confusion.
-In the houses of the residential area. You are not using the wall tiles correctly. The beams are supposed to be on the outside, not the inside. If you know what I mean.
-You need to make a half-submerged sprite for Damian, because RM's bush thing won't cut it. The water level is too high, so it looks very very wrong (just reduce the transparency of half the body).
-Don't start change scenes when I'm walking in the middle of a corridor. Make it after at least something happens, like, going to another map, activating a lever, etc.
-Alright, now, I see you've made a lot of effort to develop Damian's character, so that he doesn't feel like a standard hero. It works, but it also doesn't. No matter what you write, I can't visualize him other than the Arshes sprite. So 1) I have some preconceptions of him as a young idiot hero that I can't throw away, even though he isn't 2) He thinks a lot, he feel a lot of sad emotions from the past but his face is always the same thing. I think that we would feel your characters a lot more if they had face sets, with different emotions. Because right now, something just doesn't seem to work.
-Don't shut off the sound of thunder when you enter a house. Maybe make the volume lower, but silence doesn't fit.
-Errr...what? So we find a powerful "Magic Robe" in a chest, in Gali, then a bit latter, we find "Felt Robe", which is strictly worse?
-If you can, try to stay consistent with your animations. Either use RTP or Particle Animations, but avoid mixing both. There are plenty of us who use Particle Illusion here, so you should probably be able to find what you need.
-When you free the prisoners, you flash the screen too quickly. Don't open the cell, flash, say one line, flash again. Engage the conversation right after you open the cell.
-It's not pertinent for a merchant to be selling weapons in the middle of a battle. Leave those for towns.
-Heal the party before boss fights. Really.
I'll finish this another time.