The flying controls feel the most natural when you use the WASD keys and mouse in conjunction with the Space Bar or Shift (for fast flight). I noticed that when you fly that way, you can even fly up and down without ever having to use the Q and E keys for altitude. So ideally the Q and E keys shouldn't even be necessary.
Something else to think about: Is it really necessary to have 3 flight speeds? I would recommend cutting it down to two. One immediate benefit would be in how it simplifies the control scheme. So maybe have one moderate flight speed for flying around towns and character interactions, and a faster flight speed when you're on the world map.
I never would have guessed that the arrow corresponds to time of day (or why the time of day even matters to begin with).
The N for North on the compass could use more contrast to stand out.
The text crawls by really slow at the very beginning of the game. A skip feature would be nice or some way to speed up the text narrative.
While developing the game, the blue and orange altitude bars may be of use to you, but from a player perspective I don't feel like any of that information is necessary. Most games with flight have an invisible "ceiling" that the player can't fly past and the game usually gently turns the player around back towards earth.
I find the Control guide a little hard to read in the circular style. I would recommend simply listing all of the key mappings with all of the text aligned to the left. Make the most common controls stand out more from the lesser used controls so the player can quickly identify which ones are important.
It's up to you, but maybe consider adding money earned or letters delivered to the main game UI instead of buried in a menu. It will give the player a greater sense of accomplishment if they can see right in front of them what they've done.
The correlation between names and animals isn't very obvious. For example, I met a lizard named Paxtkin (sp?), but nothing in that name really screams "Lizard species" to me, unless I'm to assume that all lizards have short, one-word names. Have you thought about using a visual way of representing letters and who they need to go to?
All of these suggestions I feel would be steps in the right direction . . . but ultimately this game is your creation and only you know exactly what the finished version should play like. I would make one last suggestion though: Get more feedback from players. Here on Itch there's a member named Vlad MGC https://vladyslu.itch.io/
He does Youtube videos of Itch games (even demos and beta versions). Maybe see if he can play your game and give some feedback. I've also found that if you play other people's games here on Itch, they usually reciprocate, and the feedback you get can be most valuable.