God's Disdain design philosophy
A lot of people may not be used to a game like this where there are no waypoints and no linear progression. It is great to have that freedom of adventure but it can get a little confusing in periods where you aren't sure what to do. The best thing to try is to just interact with everything you find! This is the way I've designed the game, for better or for worse depending on what kind of player you are. I wanted to focus a lot more on that feeling of exploration than being led on a linear path with a grand story. I often say that this game is "Dragon Quest meets Elder Scrolls" as an elevator pitch, and the latter's influence on the game is where the elements of exploration come in (leaning towards the Daggerfall/Morrowind style). Almost every single NPC has a name and a schedule and, if they don't have anything to give you in terms of quest lines, they do each have their own little stories that can be learned even if from only a few lines of dialogue.
I can totally understand if people don't like this kind of gameplay, I know a lot of people prefer their RPGs to be more linear experiences with the story and then have side quests along the path basically. It's just not really what I was going for. I will say, though, that I will definitely be doing that for my next RPG because what I've done here was way too large of an undertaking lol.