I played the game up to the beginning of the 2nd chapter. I think it's a decent game but noticed that by now, I have standards even for fan-made games to which this project does not live up. Therefore I decided to stop it. Anyway, here are my expressions.
First note, I never played or watched any of the games that inspired this one. So any references or conclusions you expected from the player to make based on them went completely over my head.
For positive things I can praise the visuals which are bright and colorful and probably match the style of its exemplars.
Early on I once considered to stop playing this game, because the initial balancing is bad. Pepe seems to faint after a few looks his way and can't be euqiped at all. The first chance to buy weapons is in a village under siege and is quite pricy. After I decided to grind for the necessary money for the best sword, thanks to it and the levels gained while collecting money, it was fairly smooth sailing up to the 1st chapter's final boss which was quite challenging.
It's such a strange decision that one can buy equipment only for the main protagonist, since this seems to be the only way to provide elemental defense.
As for combat itself, being able to miss only creates chances for frustration. Also, sometimes no damage values appear but my characters still seem to loose HP. I especially missed feedback on techniques that reduce certain stats as a secondary effect, because there is no indication whatsoever. Enenmy skills can be vague as well. I mean, I got that "Cling" was a buff spell but the name itself doesn't resonate with increased defense with me.
Last, but this could be due to the maker, early on I thought I could not use items during battle or flee (never did, though), because the last line in the action box is completely black like a blank entry, so it seems there are only 3 availably actions. Quite misleading.
The manual is a nice idea but quite clunky to maneuver through. Especially all those lists in the journal are confusing due to their size and can't be exited quickly with the "Cancel" buttons, one has to go for the "Exit"-entry all down the list (and long lists don't seem to wrap over from top to bottom for quicker navigation).
(Bug(?)note: After helping in the Barobaro(?) library, I noticed some entries in the enemy list 3, but there were only a few names, but I could not open the information.)
Sidequests could also do with a simple check mark next to them instead of reading the complete description th check its current status (or did I miss something there?).
The gear selection was unnecessarily clunky as well. Why do I have to unequip my current gear before using another one. If the game can check wether I have another one equipped, switching over directly to my new choice should be no impossible task, no?
The clunkiness also reared its head for me during the cooking sidequest, since it seemed to require very small pauses instead of doing smooth circular motions on my keyboard's arrow keys.
And the firebreathing minigame seems to expect the use of a turbo controller. I used "Enter" and the Space bar together which did suffice in other RPG Maker games, but not here. Maybe I was close and could have made it, but Enter smashing is the least creative of minigames, so I did not bother.
That's enough for gameplay experience, what about worldbuilding?
While I saw a lot of places already during that 1st chapter, it reeked of the approach of old games, probably due to its source material. Except for plot relevant NPCs, most flourish only the generic smalltalk oneliners about the weather and what not. They are only there to give the game the look of a living world, but they fail to provide the feeling of such a world.
A glaring example are the various bar tenders, which only share a bit of information after you purchase a drink (to which no one hints at all, one has to know this by default). But if for this, it's wasted money because they really only give you a bit of information: "There's a place called [XY]." That's all! No gossip, no rumour associated with those places, no aknowledgement, why it could be interesting for the player to venture there. This feels so uninspired.
Speaking of inspiration. I had to look up the spot for the hidden entrance/warp to the fairy queen. because, as I mentioned, I never played any of the games this one harkens back to. So I did not think of inspecting those inconspicuous flowers, that don't stand in any way - just like in the original, which I learned to my dismay later.
Another thing that irked me wrong and might be copied from the original. You can't save at inns without resting there, which requires money, which I was a little bit short on very early (see above). This decision is even more confusing once you meet other people who give you the choice between resting and saving.
Some gameplay elements which I would have to use later, are confusing during the 1st chapter. For one, the flying "?"-blocks. I have a fairy in my party and I also can purchase Wing Boots, so why can't I interact with these? The same can be said about all those tiny doors. The hero even says that only small person could get through. Well, I'm accompanied by a (seemingly) small fairy and a dwarf child(!) and none of them even thinks about even trying to squeeze through there. If it said, the doors were tiny, I could somewhat follow the (unmentioned) line of thinking, but as it stands, it's simply major flavour disconnect. At least have some early NPC mention the spell or item or whatever, which I'm apparently supposed to use there.
About the soundtrack I will only note thate I recognised quite a few themes from commercial games which always makes it harder for your game to create its own identity.
My conclusion is, that the game is okay, but ultimately not for me.