There are some interesting ideas and some great art here, but it's so, so rough around the edges to the point where it's hard to get a handle on what it's trying to do.
The opening scene of the game was a really strong hook that got me interested right away.
Sadly, it kinda lost me as soon as I got in game. I couldn't wrap my head around what was going on or what I was supposed to do. NPCs reusing the same sprites didn't help, nor did what seemed to be placeholder models.
The third-person free-roaming feels like it should have camera controls, but it didn't seem to have them. It felt really awkward, especially going behind buildings.
I managed to initiate a battle of sorts by going to the right; I still don't know why this initiated a battle. I don't know why I'm fighting musical instruments, and it took me a while to figure out I could attack. There isn't really good feedback about your attack range; I know I have an attack range, but there's no visible projectile or effect that indicates clearly what it is. I accidentally skipped through the result, so I'm not sure how the battles are scored, either.
The biggest killer, though, of all things, was the dialogue speed. The type-on effect is painfully slow and can't be sped up or skipped without skipping dialogue. I got the sense that there was quite a bit of story in the text but I just couldn't stand waiting for it. Honestly, if you can't get the quality of life parts in for this effect, it's better to just omit it entirely.
I really like the concept of a magical girl returning to their hometown to find the whole thing FUBAR, and I really like Abby's design and a lot of the other art. I'm hoping this gets polished up a bit to be a bit more playable because there's potential here.
PS: Not sure where to fit this in, but check your texture compression settings on the character sprites. It looks like the default texture compression is being used, with colour blocking visible in game. It's probably worth changing to High Quality or None.