For better or for worse, this game is a lot of great ideas that just don't quite work, at least not in their current form.
The game started off really strong. It's got an intro explaining the premise and setting things up. In a jam game, that deserves props for just having it! It's got detailed environments and lots of animation, too, which really helps sell the whole thing.
Minor nitpick: the menu would look better without the screenshot of the game in the background. You've got that wonderful graphic of the title character, emphasize it!
The RPG Maker stock graphics and music are whatever, value-neutral at best, but they're used pretty well here, and with some of the effects make for some scenes with a surprising amount of audio and visual appeal. Of particular note are the initial market scene and the transformation sequence.
At the end of the prologue I was left with more questions than answers, though. I was following along with the idyllic village that gets attacked and the magical cat getting transformed, but then it jumped to a completely different place, talking about some empire and a bunch of rebels (by the way who are the good guys here?). Then we're back to the cat, but in what seems to be a completely different context. Then back to the empire and the rebels and some guy who I think is supposed to have some significance but I don't know. I'm still not sure what the catgirl was doing on the roof or how "watch a meteor shower" went to "fighting monsters in another dimension".
It almost feels at times like the intros to three vaguely related games were mashed together. I get that they all tie into each other, but I don't understand how, and they don't flow smoothly when put together either.
The prologue is also really, really long. I would have liked to have meaningful gameplay a lot earlier. With that being said, this would be much less of an issue with the full-length game as the intro would then be shorter relative to the rest of the game.
Once we got into the game, well... I don't want to say things went downhill fast. I'm a fan of hyperbole, but that's excessively negative, even for me. But a lot of the aspects that were very strong in the intro were not as strong here.
The dungeon feels really generic. Rock textures, random layout, a handful of stock props scattered around randomly. It really has that feel of a dungeon for a sake of a dungeon. It doesn't help that due to the aforementioned issues I'm not exactly sure what that place is supposed to be or why we're here.
The tutorial images were blurry. This is probably an RPG Maker limitation, and I'm not sure if it's something someone without a Retina or 4K monitor would notice.
Lampshading what seems to be a technical limitation as a game mechanic is funny for a bit, but it doesn't make said technical limitation disappear.
There's an extremely heavy emphasis on combat, which makes sense given the themes of the jam, but that means the game basically lives or dies by its combat, and the combat isn't quite good enough to carry the game.
Having a real-time, overworld battle system in RPG Maker at all is impressive in a "I can't believe you accomplished x in y" way, and I applaud that. On the other hand, it's super janky, and doesn't play all that well. Neither movement nor attacks are very responsive. In particular, it seems you have to wait for certain animations to play, during which you have no control. The control layout is kinda awkward, and I kept going in and out of aim mode by accident. Finally, having to stop to shoot sucks.
While not a technical issue, I'm not a fan of how bullet-spongey the enemies are.
In the first combat section, I kept defeating the enemies, and they kept getting back up. Eventually after defeating one of them again, they all died and there was a cutscene. I have no idea what happened here, if it was a glitch or intentional, or why.
The second enemy swarm was a bit ridiculous. I would have struggled with the sheer number of enemies in any game, and the clunky controls and general awkwardness turned it into a frustrating mess here. I ended up backed into a corner, got swarmed, and died.
If the combat could be tightened up and some of the gameplay issues solved, I think it could make for a really fun game. If that's not possible, it would probably be best to rebalance things so combat is shorter and easier, and maybe deemphasize combat in favour of other aspects as well. The narrative, too, is messy as it stands but could be cleaned up with some fairly minor rewriting.