Will get to yours, as you so kindly requested and much feedback provided.
If there's anything in particular you'd like to understand about the story, I can give you an answer/explanation or tell you there isn't one and there won't be any, so you are free to take it in whatever way, rather than try to crack the puzzle. If you'd like it, of course, I don't mind spoiling if you don't mind being spoiled.
The tutorial really was a fumble on my part, but as a turn-based game that is cyclical, I believe you can afford to find out what your skills do by using them, and at the same time you start finding out what the bosses do and how their actions interact with yours. If the tutorial was better you wouldn't feel so alone in how to engage with it, but I do believe letting the player start finding out the inner workings by themselves is an experience that they should have. I can see how that can filter some people, but it's my philosophy and I'm still unsure I should discard it. I'll fix my teaching of the mechanics, and if even so it's hard to follow, then I'll abandon what I believe in for the players.
Aren't those dithering techniques for 3D models in blender? I like the look of your uniform dithering, but I don't think it's something that 2D art can embody in the same way. I'll look more into dithering brushes and functions on Clip Studio Paint to see what other artstyles I can present with it, but I have no idea if those concepts exactly will be available. Thank you for the tips, I wouldn't look into expanding my horizons otherwise.