I really like the story so far, the premise is interesting and the execution elevates it, I think. The pacing is great and the magic system is fun to read through. You managed to make the double flashbacks work which is impressive by itself haha. The worldbuilding was a little limited to me because of how a lot of it was compartmentalized between main story and status page homework but might be a matter of taste.
Some general considerations:
Possibly unfiltered spoilers
First, a bug: when spending time with Ilya after the encampment mission, following the “I’m not very good at it.” >> “I’m just glad it worked out.” >> “I’ll hold you to that.” or “Don’t mention it,” choice path, the scene where the two forget the preservatives and they have to salvage the dye repeats before and after the last choice (“I’ll hold you to that” or “Don’t mention it”). Only bug I found.
Now some general thoughts. About the outcomes of the rescue mission, I’m wondering why there are full rescue (as in, all children are rescued) possibilities for spiritism and thaum specialists, but not for alchemy and enchantment specialists. Alchemists don’t get any situation where they can be useful in the first place, and enchanters only get a best case scenario of partial rescue, even though I imagine a similar check to the thaum’s - where there are different outcomes for under 60, between 60 and 74 over 74 - could be made.
About personality meters. Somewhat often the personality types are atributed in a way that isn’t very intuitive or muddies their definition. For example, in the first encounter with the WF, the player is assigned some points towards noble if they join the fight because they “should help if at all possible” or pragmatic if they do it because they “will be the next target. Best collaborate while we still can”. I would argue, though, that both of these options are pragmatic, but the first is the pragmatic response to maximizing the safety of other people while the second is the pragmatic response to maximizing their own safety. So really, this is an altruism vs. self-preservation dicotomy.
Another example is when achieving a partial rescue outcome in the rescue mission and emotionally dealing with such outcome. Pragmatic if they feel “quiet resignation” and “[will] yourself to believe” that “Spending [your life] in guilt over factors outside your control is the height of foolishness”; noble if they feel “crippling guilt” and “mourn them […] as the silent room fills with your sobs”. This time, ‘noble’ stands for sympathetic, or emotional, and pragmatic stands for stoic and/or aloof.
Or when the saintess first talks to the protag, referring to their saving Ilya, they will answer “I see my reputation precedes me” if they lean to charming and “The stories do me too much credit, Saintess” if they lean to aloof. This contrast seems to be between expressing self-assertiveness or modesty, which seems very disconected to traits such as charming (which I’m assuming as meaning extroversion or sociability) and aloof (which I’m assuming as meaning emotionally distant or unsociable?). What I’m trying to argue is that the traits are already unclear as they are (specially noble; and I know you’re making in-game definitions for the terms which is great and will help clear things) but they also seem to change definitions at times. Am I making sense?
Now a coding tip that saves lives: Multireplace. That page has it all explained including a section specifically on how you can use it to implement singular they, but here’s an example just to drive the point home: this is your code now.
"I'm sure ${they}
*if (gender = "nonbinary")
don't
*goto mindtoo
*else
doesn't
*goto mindtoo
*label mindtoo
doesn't mind too much, Kavan. But[...]
Instead of doing this, like it’s shown in the Multireplace page, try making a ‘plural’ boolean (true/false variable) when first setting the player character’s pronouns (so for example ‘he’ and ‘she’ wouldn’t be plural, so ‘false’, while ‘they’ would be, so ‘true’) and applying like so:
"I'm sure ${they} @{plural don't|doesn't} mind too much, Kavan. But [...]
And booyah: a much shorter code. (By the way, Multireplace is also useful in the check in the previous scene of whether or not the MC had previously helped Ilya with the dye; the whole witchquote/witchquotez section. It’s already written so you may just leave it as it is, but if you want to change it but don’t see how, hit me up)
Oh yes, and the end stats. Here they be:
End stats
Name: Hel Arbolais
You are a young and gifted mage, with a particular talent in Enchantment.
You are a person posessing a stout build, with tan skin, brown eyes, and short brown hair.
MAGICAL ABILITIES
Alchemy: 60%
Enchantment: 84%
Thaum: 69%
Spiritism: 30%
OTHER ABILITIES
Charisma: 32%
Learning: 77%
Intrigue: 50%
PERSONALITY
Noble: 55% Pragmatic: 45%
Charming: 54% Aloof: 46%
PRESTIGE
Prestige: 37%
You are known as a mage of fearsome capabilities, every bit Leon's equal in combat aptitude.
The story is very engaging, the magic system is fun and the characters are neat, so best of luck with it from now on! For whatever it’s worth, I really like it.