Hi, fellow RPGMaker dev! It's nice to see another one of us out here!
So, first bit of feedback: the splash art is fantastic, and the loading screen music is lovely. If I were making this game, I'd turn off "draw title" on the start screen and also remove the frame. You've got a really nice piece of splash art here, and it's a shame to cover it up with RPGMaker assets.
Second bit of feedback is also about the RPGMaker default assets-- I'm not one of those people who say "you should do everything possible to hide that your game is made in RPGMaker and if anyone can tell it's an RPGMaker game you're doing it wrong". But the different asset packs don't really cohere well. Your pixel art uses different sized pixels- like, look at the fourth gameplay screenshot. You've got big chunky pixels on the tank and the riot guys, tiny delicate pixels on the red eyed drone, and something in between on Flor and friends. The art here's real inconsistent. The characters, backgrounds, and enemies don't look like they're from different worlds; they look like they're from completely different games.
I get why you're using RPGmaker default assets-- no shame in that-- but you might want to either search itch.io for different asset packs or get some bespoke art made specifically for your game. Right now, there isn't a sense of cohesion between the different parts of your game, and that's a shame.
As for storytelling: I like the wry sense of humour you've got going on, like the message you get when you try to go back to school after the intro cutscene. Flor and Azuli are immediately likeable, fun characters-- especially Flor. Who hasn't been a bored kid in school just wanting to play? The staff is also pompous in a really fun and enjoyable way. You've got some texture to your world here-- the fact that commoners and rich folks have to pay for different air sources is a nice touch.
But there's some inconsistencies in your tone in the first couple scenes. I get what you're going for here- you're trying to establish that this is a cyberpunk dystopia and set a darkly satirical tone. But it feels like some of the minor characters - especially Flor's teacher- don't have clear motivations for why they're saying and doing what they're doing. Does Flor's teacher love Big Brother the Supreme CEO? Is she conflicted and trying to teach her students things they shouldn't know? Is she lying to herself and trying to convince herself she's okay with something she's not, or does she genuinely believe the propaganda?
Similarly, I can't tell if you're going for "a serious story with a pinch of dark satire" or "all of this is too silly to take seriously"- some of the things the NPCs say in particular make me think you're going for the latter? The CEO destroying the entire biosphere, and the sun and moon, is so over-the-top evil that I can't think of this as a realistic story at all. But the music and visuals are giving "this is meant to be taken somewhat seriously".
I enjoyed the time I spent with this game, and I think you have a story here that's worth telling. But I think you need to do an edit pass- for both your story and visuals- in the name of creative cohesion. How do you want this world to feel? How do you want your players to feel while exploring it? Do you want them to be laughing uncomfortably, do you want them to feel like this dystopia is oppressive? Do you want the upper levels of the dystopian city to feel sterile and cold? Elegant and cruel? Beautiful and full of life? Figure that stuff out, do an edit pass to emphasize what you want your players to feel, and get some art- bespoke, DLC, or Itch asset pack- that can really sell it.
Do that, and you'll have something really special here.