First of all, VD, I like the dialouge system shown in those screens. Will dialouge be that complex and skill based throughout the game, or have you just put that kind of complexity in for just the 'really important' npcs?
As for the rest of it, the graphics are acceptable, I haven't seen any animations, but I'm assuming Geneforge level graphics as a whole. That's fine, as long as you don't make one crucial mistake. One of my main gripes with Geneforge wasn't the way the graphics and animation were drawn, it was the fact that you couldn't run it in a window and/or change the resolution. (well, you could, actually, but you'd end up with the original 800x600 being shown in the middle, and black borders around the outside. It looks ridiculous when running at an LCD's native resolution.
I understand that you'd have to design changing of resolutions into your program from the beginning, what with interface scaling issues and so forth, so that is probably out of the question. What I would like to have, however, is a windowed mode. Depending on what API you're using, it could be as simple as just calling a ToggleFullScreen() type function, or something similarly easy. If it's about that easy, and doesn't break the game, I'd see no reason not to put it in, even as an unsupported reason. If it's harder, or you're not convinced to put it in for some reason, here's a couple of arguments for the windowed mode.
It's less intrusive. I play games at work. There isn't much worse than my manager coming in and spotting me. If I were running in full screen mode, it'd take a while, and a noisy resolution shift if I was using a CRT. I can shift back and forth between the program and a web page, IRC, IM and e-mail programs. I can use the clock on the taskbar to tell the time. I can tell when other things need my attention.
People use LCD monitors. They need to be able to run things in native resolutions or it really looks like arse. They need a windowed mode for this, or some other method of running a game with an 800x600 interface on their 1280x1024 monitor. Now, you may argue that the interpolation doesn't matter, since the game is not about the shiny graphics. I see a lot of text on those screenshots, and interpolation has the fun effect of making that text hard to read. I don't think you really want to exclude the people who run LCD monitors, especially since an indie game tends to get sales across a larger amount of time than the big named published crap. You might think that the majority of your market are running CRT monitors, but what about the future? Are you planning to sell the game next year, the year after? You've got to allow for that.
There's not too many reasons not to have a windowed mode, and if it is too hard to implement, that's fine, but if it's only going to take a couple hours to do, there's not much to be said for not doing it.