The title screen is customized in several ways and this game starts off right. The opening sequence moves along at a very nice pace with lots of graphical representations of the main character, I really like the face sets.
I usually turn the SFX down in RM games, but in this one I had to turn the BGM down and max the SFX to hear the voice acting, but unfortunately that makes all the other SFX a bit too loud. As a dev who wants to put in voice acting it can be a very difficult task to get the audio levels right. You can use a combination of applying a normalizer and limiter effect with Audacity and also manually turning down ALL OTHER SFX in the project except the voice acting. That can be a huge task depending on how many SFX are actually being used. (Animations tab modifications to the SFX, and any "Play SFX" events need to be cut in half or even a third in volume.) I've seen some really bad volume control in other games, and although this one also suffers in that same vein, it's not the worst offender that I've encountered.
I like the art style you picked for your menus. The canvas background really fits the theme of the game and everything works well together as far as the aesthetic is concerned. I would add a border to the canvas menu in battle though.
The game kind of holds your hand and assumes you're an idiot, which isn't always a bad thing, but to some of the more hardcore RPG fans it may feel a little condescending. There really is no way to please every demographic, it's just what it is.
I feel like with your ability to draw you could have added an image of URI getting out of the shower. (In a totally tasteful way) ;) Oftentimes to get a project to sell you need to straddle a line between sexy and tasteful. There's nothing wrong with this, but just be careful not to go over the line.
I like the idea of changing the main character's title as she does more things. It's a simple and subtle kind of progression that adds a thin layer of polish to the game.
More on the point of opportunities to add art to your game, since it really is just a showcase of your art in a basic storyline, you could show a picture of URI dressed up as something cute when you reveal the "picture" of her at a cosplay convention. It's kind of lame that you use a show text here instead of actually showing a picture of her in cosplay. (I understand it's a game jam and there is only so much time, but I'm looking for all of the spots that could be improved for the future.)
The bulletin board is a very clever way to keep the player on track, I really like this. It shows all the steps that were taken in the playthrough as well as the next step. So if at any point the player gets lost they will at least get a hint of what to do next by visiting the bulletin board. This goes hand in hand with the blue arrows literally pointing to where you need to interact, very good job!
You're missing gameplay in some areas that warrant gameplay. For example, when you have URI 'practice her shapes' and other things like this. There needs to be some kind of battle system or something. It doesn't HAVE to be a battle, but if not, then make something unique. Maybe a clever way of naming skills and enemies combined with a play on types and resistances to make only the right actions work. There's really a lot of ways to improve this section and steps should be taken to add gameplay where you can. Luckily when URI sleeps she does have a unique battle which I found refreshing and much needed.
I'm really happy you added the battle system and easy random encounters in the floating garden as it does a great job in breaking up all the dialog and provides the player a chance to input some actions instead of just hitting next and reading along, however I think you could have added some custom animations and skills for the enemies. The player's battle action moves are also not animated all that great. It seems like you just used the basic defaults and that really takes away what could have been a nail in the coffin to some of your competitors in this tournament style game jam.
I think it was a cool and slightly unexpected move to make the Moon(your cat) the shopkeeper but you should not have him charge money to rest. The player may just be really bad at the game and need a free heal. (Most likely it's not an issue, but for those special cases it's better to grant the player a free infinite heal at certain points.) You can always force them to backtrack a little to use it which would give incentive to not use it for the challenge.
The paralyzing, triple attacking, healing last piece of art battle is completely imbalanced. The enemy shouldn't heal so often and paralyze shouldn't last as many rounds as it does. The fight is completely ridiculous. Also URI should have an ultimate attack that costs 100TP and deals much more damage. All you get to do is spam the same move with default animation over and over and over while consuming all your items. It's a terrible fight. What's the point of a tactical drink? TP is useless! 20 TP gives your very little MP in a single action while you take so much damage each round. The last canvas heals for soo much and soo often, it's completely unfair and rage-inducing.
A couple of events need to be player touch instead of action button. Strength is misspelled at the dragon boss and the maps are not that great, but all of these things are relatively minor. The point is, with the exception of the last canvas boss which it utter garbage, I feel that this is a fantastic entry to the game jam . I think you really need to add some sequencing and animations to the battle system. Give the enemies their own skills with custom animations. Show more sketches and remake most of the maps. Finally, fix the SFX volume issue and add some more general polish to the details. Do all of that and you may have the skeleton of a commercial game. Great job, I enjoyed playing this game, most of the time.