Cute little RPG (?) Roguelike (?) Hydlide clone (???). I like the "turn-based" system there, though it has its faults. I found that the best way to deal with most enemies was to open the door and attack the enemies with the knife as they walked through the doorway single-file. It was pretty consistent, but not a super fun way to approach the combat.
Also, it was really hard to tell what some of the potions and spells did. There was a golden staff weapon that seemed to do abysmal damage and only work at 1 range. The game didn't let me bring Reimu with me at all-- it just defaulted to Aya every time. And I still have no idea what the hourglass R-key thing does Apparently it skips a turn, but walking into a wall just does the same thing. Maybe it's more useful than it seems, though I'll have to play the game again to know. I'm not gonna do that now, because like some others, I got softlocked upon getting to Remilia. The cutscene played, and then the stage went black and I couldn't move. Pretty sad, as I was looking forward to the bossfight.
Nice writing too, though it often feels a little long-winded. You mention that you were trying to make this like a visual novel, but I think a bit more presentational flair would help. The fact that you can see the gameplay while the characters are talking, as well as the story stuff being automatically skipped after your first time reading, makes it all feel a lot less important. I think having a skip dialogue button (or if there is one, telling the player what it is) would help.
Like Aeon said, it was hard to tell what the enemy ranges were, and I didn't even notice that some enemies could heal others until reading the other comments. And yeah, there could've been a lot less enemies in the SDM. It got pretty repetitive, and the gameplay became more about how many health potions would show up in chests than much skill or strategy.
In short, 'twas likable yet unpolished.