As basic as it is, I think it has potential.
As basic as it is, I think it has potential.
---Graphics---
The graphics are funny and light hearted do to their simplicity. They can remain as-is if you were to apply a compelling story to it supplemented with lots of humor.
If you want players to take your story more seriously, you'll have to improve the graphics or invent a highly rational reason as to why the graphics look the way that they do. (an example for the latter option might be that you [the programmer] are doing a trial run of your own game using place-holder-graphics when you discover that some of the Non-playable-characters have been given dialog balloons you don't remember typing and have in fact gained sentience.)
You probably already have a better story in mind than the one I just pitched, though.
---Towns---
To make your town feel more lived-in, I suggest the following:
-Have more types of stores than just a potion shop and weapon's shop- RPG towns like that feel like they're catering only to rogue warriors and not to their own citizens. Put in some shops that might be used by the townsfolk as well as by the player.
example:
...Inns---> full HP recovery
...restaurants---> full MP recovery
...fabric stores---> Materials used from the menu to either repair damaged armor or make your own.
...barber---> makes you more employable (aka: unlocks subplot)
...horse stables---> access new areas of the map
...psychic/ palm reader--->in-game walkthrough
...ice cream parlor/ brothel... happiness increases (aka: more efficient in some task)
...casino/ arcade/haunted porno-theater---> mini-game
-When you go to populate the world, have people who talk about what they think about the worlds' resent happenings. One way for the player to care more about the outcomes of the plot events is if they can see just how tangible the fear in the townspeople is.
-to keep the mood light hearted, have the NPC's tell jokes,
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Well, anyway...
That's what I think.