Sorry if my feedback wasn't clear & specific enough, let me clarify:
> I do not know when to stop explaining, since apparently I don't know the limit of it?
To me, it felt like there was a lot about the backstory of the characters in comparison to the present-day conflict. It's a tricky balance to get right, and this is just my opinion, but it felt like the story could have focused a little more on the characters interacting with each other.
> ESL-isms
Oh, I'm basically just referring to grammar or vocabulary a native speaker would likely not use that way. One example I can remember: "made the house go to fire". This kind of thing can feel a little distracting to read, although being able to use language in creative, novel ways is also a strength.
> caps lock overuse
There were a couple of consecutive lines that were in all caps (the section starting with: "WHAT DO YOU MEAN BY THAT?!"). It's a stylistic thing, and again just my opinion, but I feel like it's best to be a little more sparing with it.
> On the other note I don't know what you mean with back half not being represented with visuals?
I mean that the mushroom wolf lady's backstory felt like a really striking, evocative part of the story, and it was sort of disappointing that it was all narrated to us by the character instead of shown with art or emphasized in some other way. As a general rule, I think visual novels really shine when the most exciting parts are enhanced with visuals or audio.
> And on last note, yeah the design of the original dragon would have been nice to use.
Yeah, it's really good! Hope you get the chance to use it if you ever work on something mushroom-related again!
Hope this clears things up and the feedback feels more constructive than discouraging; writing is difficult, as is finding your own voice and style of doing things. Good luck on your future projects!