Hi,
Very nice. I played until level 2. Then went to level 15 and put on gm armor.

--would be nice to have instructions in game. took me awhile to figure out f d space and enter. I was stuck in a dialog for a while.
--Was I supposed to turn in the rabbit meat? I had some but mom didn't take it. I was not sure how many I was supposed to get. or was this just a lead in to finding the sister.
--some of the grass corners are square.
--movement was a little weird in the since that if you hit an arrow key once you moved pretty far even with a tap, like the movement minimum was to much, giving a feel of not being responsive.
--the beach area seemed like I should be able to move left and right but the paths were blocked.
I guess my only suggestion would be to tighten the maps and give more flow to the story. In other words, the player should always be questing for something and always know what they are questing for. The town is pretty big, but what does the size actually add to the game play?
rpgs are pretty hard in all respects, design, art, code. There are some amazing ones done in rpg maker. Check out.
http://www.quintessence-tbv.com/master of the wind is supposed to be great too.
My favorite of all time is zelda for the snes with secret of many being up there as well. There is a really good flow/progress to those games.
Great stuff. I think your engine is really nice. Seems like an ide like netbeans or eclipse might make things a little easy on you.

Thank you for your input! All of these things I definitely want to touch up on, but they're not my main focus right now. I'm trying to see if I can work on the rendering a bit, and maybe get the game running more smoothly. But I will answer your statements =].
Hehe, this is why it's a work in progress. The rabbit meat thing is supposed to be taken from you, I just haven't updated that quest line yet to do that. I've been mainly concerned with functionality. The map is made through a tile loader, which is why some of it turns out square. I can make everything rounded, but that will add a ton of new code (and a ton of new image editing!). It will be done eventually, but this is more tedious busy work than it is anything else.
The movement is done like that by design. The game is on a node-based map. If you tap the arrow key, you move on to the next tile or square. In this sense, every object in the game is on a grid. I do want to modify it to be pixel based movement eventually, but that will also require me to revamp the AI system.
The beach area is designed to move to new areas, but this is not enabled yet. There will be more maps in that area later (a pirate ship dungeon!).
The town is big for a reason, but just as with the beach area, it is not finished yet and there will be more to it later on. Same goes for the random NPCs walking around town.