First of all, thank you for the time you dedicated to play the game and write this comment, I really appreciate it.
Going by points.
The amount of text. I put "story rich" in the tags, but I think I'll edit the page to include "visual novel-like". I thought about your words, and I came to the conclusion that, at least for now, this wordy style is what I like best. Actually, I think here we're going more towards the rpg/visual novel hybrid than the simple "story rich".
The font part, I confess, surprises me. Maybe it's something more widespread recently? Personally, I've played very few RPG Maker games that have a custom font for dialogue (It's more a prerogative of Wolf games), so I hadn't even thought about the fact that it might seem "weird". I'll keep this detail in mind and pay attention to the games that come to hand.
As for the floor game overs, you're right. I've realized, both from your opinion and from others, that the holes in the floor are unfair and end up being more irritating than challenging. Theoretically there's a crack that indicates where the holes are but, in fact, if everything is broken and black and white, it's difficult to see them, if you are not the person who put them. Funny things is that I initially wanted to include among the features "Various ways to (not-)die", but I then decided to remove it because I didn't want to disappoint anyone who might be looking for a game like Witch's House. I suppose I'll reinsert it, also for the sake of fairness for those who don't want a game with so many game overs.
Regarding how to solve the puzzles, I too, with a clear mind, noticed that some things were explained to the point of exasperation. However, I don't have in mind the ones where you get lost and have to check everything. Do you remember any examples? (BTW, glad the guide was helpful!)
About sucking blood from people and the different endings. The game mechanic is "drink from [something] or "die"", because the thirst drops regardless as the minutes pass. You're not supposed to drink from people (Who, by the way, refill the flask twice as much). It's the point of the story: Clea doesn't want to drink from people and she won't unless the player pushes her to do so. Clea has no "game endings" to discover: if the player gives in to the curiosity to see the other endings, Clea has given in to her desire for human blood, and what follows has consequences. (To say that, I realize that this is definitely a visual novel thing rather than an RPG thing.)
That said, I'm glad that, despite everything, you kinda enjoyed this game! Thank you again for your opinion, you've given me a lot to think about.