you better remove all the "thanks for playing the first demo" talk with the next bug patch.
actual feedback:
Grid has some movement inconsistencies, player can walk on rectangular empty plots but not square ones. Minor move errors on the motel's railing. You can walk right to where the screen cuts off, making the barrier seem small and easily bypassed.
West district has various alleyways that look like they should be enterable, but aren't. In the house you can go through the ladder out back has a move permission error, allowing you to walk where you shouldn't. In general the mapping leaves a lot to be desired, but this is a very early version.
It'd be better to put traffic cones or some kind of block infront of the WIP doors, instead of either walking through them, or getting a text popup saying it's for the next update. Only really an issue if zombies are nearby, like for the very first building in the west district.
East district's crane puzzle really needs more of a visual to it, and logically the sound would attract zombies.
Tilesets need a it of work, I know this is mostly default stuff but it shouldn't be too hard to have some edits here and there. Stuff like stores being entirely empty would work better than starving to death since MC apparently just can't grab stuff from fully-stocked shelves.
Rest (Midnight) seemingly doesn't work, instead moving to the next day.
Revolver ammo in the overworld is a magazine. I sure hope someone got fired for that blunder. Revolver in Weapon Inventory doesn't have a description, neither do the Key Item's crafting book or crane card.
Kind of hard to get a feel for the characters with how much dev-mouthpiecing there is, you definitely need to fix that for future releases.
The writing needs a bit more thought put into it. This is one of the most relaxed apocalyptic scenarios I've seen in a while.
Not-Sister is the worst of it, there's zombies around and she complains about the TV. How is the TV even still working? Are phone lines up? Has anyone even tried to call for help? I know you're trying to keep things light hearted but a serious situation should be taken a bit seriously.
You're sent to the store so you can get a feel for the town, but only in a forced cutscene where you can't actually get a feel for the town, and you don't even get directions for it. You can't really explore much of the town currently anyways.
The barricade is pretty flimsy looking, but everyone seemingly has total confidence in it even with it being made in only a couple of hours tops. Proposed solution - make it so a NPC has to keep watch until you upgrade the barricade more, but they can't party up with you the following day.
Nobody is concerned that MC is the only non-zombie guy around, or that he has possibly the only gun in town, or that its entirely on him to find food, etc. Proposed solution - Some comments on the "what if he zombifies" thing, obviously not-family wouldn't throw you out, some NPCs might not have noticed that all the zombies were guys, etc. Having a sidequest to find a couple spare guns and ammo for base security is a no-brainer. Assigning NPCs to scavenge might be good for mid-late game in order to free up the player from having to dig in trash cans to eat.
The last 2 issues combine to really make Zombies feel like a non-threat, both in terms of writing and in gameplay. Nobody is really concerned about them, they die in 1/2 hits, and will rarely get a hit on a player paying attention.
You can't make zombies a threat with RPGM controls, but maybe you could give NPCs a Health system so there's some risk to taking them with you? i.e. if they get hit once you can't sprint with them, twice you have to head back ASAP since 3 hits is a game over.
The Dev-insert NPC mentions wanting even more Survivors, which is a bit worrisome since so many in ZR1 were barely utilized. If you're set on adding more NPCs to keep track of, it would be a smart idea to have a schedule under the quest log or something so there's less to have to remember.