When you hear people on Steam lament about "another RPG Maker game," it's because of stuff like this.
The writing isn't bad, no. It isn't even worth referring to as "writing." This may have been made by some youngsters or something because this reminds me of the kind of thing I wrote with my buddies back in middle school because of the absurd lack of depth to anything and childish dialogue. EX: Main character walks into a monastery and comments, "This monastery is s**t!" or some such. He just uses profanity and yells at things I ASSUME so that he sounds like some kind of cool dude with a 'tude or something? That's half the time. The other half he's just blandly helpful. He loves his girlfriend (or I guess you could choose to not tell your girlfriend you love her?). He's mostly helpful, but he complains a lot. Which is probably supposed to be some kind of parody of RPG tropes and their bland fetch quests and such. Maybe he's supposed to be bipolar? Regardless, there are a ton of easily avoided spelling and grammar mistakes (EX: use of the word "abandonned").
I'm not just ragging on these guys for choice of words and typo's, though. Oh, no. The story itself reads like a kid wrote it. Seriously, it's like Axe Cop only not hilarious or creative. For example, at some point you enter a village and are asked to go to a cave to stop... bandits or something (?) from attacking said village. A mercenary guy joins your party to help you as he is emotionally invested in helping this village, I think. In the cave you fight some kind of ghostly knights and an ogre. Then you stumble upon a time travel amulet for no reason. The main character goes "Sweet!" and finds out how to go back in time. The whole reason you came to that cave (remember the village being attacked?) was completely forgotten the moment you stepped into that cave and the warrior who joined you silently sticks with you for the rest of the adventure, given no characterization or lines of dialogue again (save for maybe pointing out the amulet is a time travel amulet). Later on, after you're done using the time travel amulet, a pop-up tells you the amulet is now broken. I can only assume this was some kind of afterthought when someone asked, "Why don't they just travel back in time again?" Maybe it only held enough magic for one use, but where does this place you in time? And why was the demon you were chasing exist in the same time line? It seems like when it broke you went back to the future and yet he's there with you. What kind of sloppy nonsense is this!
The whole game is like this. The first town has you start in a prison that you break out of. But then it's said the prison guards somehow hold the town hostage. So, doesn't that make them warlords or something? Not just "prison guards?" Why do they bother running a prison? Did they turn the castle into a prison? And they all live there? What?
How about the combat? Well, it's overly basic. I guess some people think this is par for the course for RPG Maker games or JRPG's, but I think it's plain lazy. Sometimes you have to heal or manage your mana, so I guess that's something. But there's so little strategy and so much overlap between the classes.
If there's one consolation it's the music. Sweet Christmas, this person poured his/her heart into it. I mean, it's not that it's outstanding. You know? Like I'm not rushing to get the MP3's onto my iPod or anything. But there's actual composition, effort, know-how, and emotion in it. There's even a live (I think) guitar in there! I'm a sucker for metal, true, but those boss fights were intense ONLY because of this chugging distortion and orchestral synth-work. Composer, please, whoever you are, ditch these guys. You actually have some amount of talent and skill! These guys can't even piece together any kind of semblance of a game.