Why do you keep a Photoshop folder with all your Gimp backups of various pieces with the Game?
Also why keep the Intro movie 3 Times in your folder, totalling 300mb when you could just keep the 40mb one alone.
I'm just gonna assume the Mapshots folder is for Parallaxing or something along those lines, especially the Gimp files. Thats another GB you could save on the shipped project. (Or at least parts of it if you actually need some of those files ingame, I'm sure you don't need the Gimp ones)
You also seem to be including all the default ressources RPGMaker comes with, like 20+ Title screens.
You have a bunch of full sized Tilesets that just have one or two tiles different, or just be the same Tileset but dark to be used at night. Since it looks like you're parallax mapping anyway, you shouldn't need Tilesets at all. If you do actually need them, you can just tint the Screen at night, to cut out half of your Tilesets, and if its only 1 or 2 tiles different, just use character graphics for those.
What I'm trying to get at here, is that this Game should not be 3.7GB in Size.
Very nice Title music and background Image.
If all your Options fit into one Screen, I don't think theres a need for an Option submenu, but maybe you plan on expanding those in the Future. You don't need the Icons on the single Options, a header with the Icon once would be enough.
RGB should go from 0-255 not -255 - 255. Also if you're doing that, an alpha value would be nice, especially to let me test out the Colors.
You're already using an actual intro movie, not some moving pictures, so no need to only zoom and rotate those, you could have a proper descend onto the planet, instead of zooming in on a low res image of it.
Don't describe what the People are doing, show it on screen. I.e. during the intro when the man is pulling a gowing stone etc., have a small animation of him putting his pants in his pockets, then add a glowing circle. If its just some chanting magical thing, just close eyes, aim head down, and move hands to the lips.
When he stops in surprise, a classic jump in the Air with exclamation mark or something can work, or something less exagerrated.
You have nice Dialogue portraits, any reason the Bloodied man isn't a bloodied man but a fully armored ready to fight knight? Also don't put the Talking name in the middle, I'd much prefer it being next to the image, so you can have both dialogue partners on screen, one per side. Also Edricks portrait doesn't match his sprite aswell, especially the missing Arm cloth.
Tutorial battlesprites are black. Why? But nice voice lines (did you do those yourself). Post battle shows 0CM next to level. Are your characters litteraly growing when they level up? The shield break idea is nice, good Job. Same with the Weapon cycling. Relics not so much. In total it feels a bit overloaded tho, with Shieldbreaks, weaknesses, Relics, Weapon cycling, and obviously status effects and general Skills. I don't think you need all that much to make a Fun battle.
Your menu displays increased size images for the selected item, but that gets pixelated heavily, since you use the same small image as for the actual list icon. Also has a right side list of the same items or something that seems to do nothing and is unselecteable. Why?
Why do I have a equip skill option if I have basically no limit on how many skills can be equipped at once? Its turn based, so putting skills earlier for faster access isn't needed.
Ranger has no Skills, and it seems to cost nothing to just learn every skill on everyone, including the ? Skill second in the Paladin list. Same as with the battle, skill learn, skill equip, class selection, attribute points are all nice systems, but all together? A bit much I think.
Your collisions don't work everywhere. I could easily accidentally walk off the cliff in the Intro onto the puddles below. And since your maps seem to be gridlocked in design anyway, any reason you're not just sticking with the RPGMaker default collision?
The zoom in battles is unneeded, and I'd wish there were proper backdrops and nonblack partysprites.
The dialogue continue prompt on the bottom looks weird. Why no arrow?
Theres no need for a big red Battle text at the beginning of it. I already knew its a battle from it being on the battlescreen.
Your sword curser is really weird and unfitting.
I can literally use empty skill Slots. Why?
Cure says it cures all, but only heals a single Target, celestial singletarget healed all allies tho.
The cursor to select enemies is below the healthbar and barely visible.
Why are some of the floating glowing orbs items to pick up but others aren't?
Skills that only affect the User should not have me have to select the user.
Forced loosing battle is boring.
Are some of your overworld sprites upscaled? They seem suspiciously blurry.
Larks overworld Sprite also doesn't match the dialogue one.
Your overworld map is well drawn, but clashes with the character Sprite. Also why is the movement so abysmally slow there?
Cat in town slides across the floor during its animation.
Menu doesn't wrap over when pressing left on the leftmost selection.
Moving Guard has no collision.
Shopkeeper sells 2 different version of Vial of Sanity which seem to be the exact same Item.
I can't see how much Money I have in the Menu.
Theres lag when entering a new Map, causing me to having to wait a bit before being able to move.
Your parallax clips into itself when moving in the Blacksmith.
You don't need to show the weapontypes I can't equip anyway, just show the ones I am able to equip, seems to be only 2 per class anyway.
Most NPCs in Town just stand there doing nothing, being uninteractable and nothing.
Played for roughly 1 Hour before reaching the conclave and the End of the Demo. obviously blown up a bit by writing the review during playing.
Main Menu had no exit button so had to alt+f4.
Despite the probably harsh sounding review, I had fun playing it, but to me it seems you're way overloaded on Systems in general, just slapped every plugin you could find on it, in order to make it seem less like an RPGMaker Game, while still keeping the core elements of it, like the classical battle system, 4 man party, classic overworld sprites, NPC movement, dialogue setup etc.
Sorry for a probably rude sounding review.