I found several flaws with the game.
The graphics in this game are confusing to me. A blank figure with a strange hat tells me nothing, and neither does a small colored square. I am aware that you intend for the art to be minimalist. This is still not an excuse. A simple square with a triangle on top would be enough to represent a house, a small rectangle with a smoke stack could represent a factory, an anchor could represent a port. Perhaps instead you could simply make a town a circle, a factory a square, and a port a triangle. Maybe you could replace them with letters, even.
The avatars do not do their job. They lack identifying features. I do not know what a rectangular hat means, or why the enemy is colored brown. You could easily have replaced them with something more fitting. Even replacing them with a single letter would be better, because at least B representing a Bandit makes sense.
I don't find the combat to be fun either. It involves random button mashing. The combat options are unclear too, the symbols chosen are difficult to identify. In an RPG I want to be able to think ,and for my choices to be meaningful. Button-mashing and arcane symbols do not help with this.
I am not asking for pretty graphics, simply ones which do their job of identifying the objects. The game-play was repetitive and did not keep my attention, and neither did the story. Graphics can be minimalist without being ugly or confusing.
Whether or not you like my tone, I ask you to at least consider the content of my post.
Okay, first thing's first - how the heck did you sign up yesterday and find this one particular game on the same day?
That aside, this game does require you to read (at least the red text in) the tutorial in order to understand how to play. I think the colors are easy enough to remember, especially since it's only three (cyan is water-colored, always borders the water and is thus a port, towns are green, making them a kind of safe-spot, factories are red, red frequently = evil).
The icons that distinguish enemies all have very mild effects. I believe a blue uniform means the enemy will not attack unless it has greater power, while a gray riot police uniform indicates the enemy gains more power per second. Similar to PLENTY of RPGs (Final Fantasy and others) an enemy's weaknesses/abilities/speed/strength are neither transparent nor necessary to understand in order to defeat the enemy. Also, as much as I like Rogue, I don't think that letter-based graphics would have helped much here. I could have used a B or even drawn a bandit but it wouldn't have made it any more clear how fast/strong the enemy was.
This leaves the abilities the player is stuck with. You can see the name and effects of each ability by going to the menu and using the ? button to cycle between all unlocked abilities. While this information is present, I suppose it's 100% my fault that I did nothing in the tutorial to make this clear to the player. That being said, if -I- wanted to know what an ability was, from the perspective of a player with no experience, my first instinct would have been to try and find the ability in the menu. Most of them (especially the starting ones) are very simple.