This game is great in many areas and has a lot of potential and that's why it breaks my heart to see it fall so short in a few important places.
First and foremost there is definitely a bit of a problem with the grinding required, however I wouldn't necessarily have an issue with that if we could use that time to interact with characters more. The characters in this game are fairly well written (at least at first but I'll get to that later) and I'd like to interact with them. Unfortunately at the moment the interactions are extremely linear. Want to talk to your commander or other guildmates? Too bad, have to progress the story to an arbitrary point to get the next interaction. Don't like a certain character or don't like where their interactions are going? Well you've got no choice because only one dialogue choice will progress their affinity and their affinity is required for story progression. I kid you not, at one point you are looking for someone that has gone missing and you need to level up a different person's affinity just so they can say "have you checked their house?" The main character is introduced and shown to be fairly competent and proactive until they suddenly aren't for the sole purpose of requiring affinity.
The next area this suffers is the hyper-fixation on the main fetish of the game, domination loss, to the detriment of the characters and story. The latter half of the currently available content just turns into possession quest, with every character either becoming a blank husk void of any personality or a carbon copy of the first ghost you met but with a different coat of paint and much less fleshed out. Calling the later content domination loss isn't even accurate as every person just seems to immediately accept giving whatever random ghost is possessing them this time control of their body. This is such a shame because as mentioned before the characters were all quite charming and decently written in the beginning and it's a shame to see them devolve into one note trope characters.
Many of these issues could be fixed if the creator changed it from an entirely linear story and game to having at least a bit of a branching path, or even better just let the player interact with characters individually, don't require max ghost possession affinity for absolutely everyone.
TLDR: Gameplay is fun but a bit grindy, art is great, setting and characters are fun but the extremely linear progression and hyper-fixation on domination loss eats away at their quality,
First and foremost there is definitely a bit of a problem with the grinding required, however I wouldn't necessarily have an issue with that if we could use that time to interact with characters more. The characters in this game are fairly well written (at least at first but I'll get to that later) and I'd like to interact with them. Unfortunately at the moment the interactions are extremely linear. Want to talk to your commander or other guildmates? Too bad, have to progress the story to an arbitrary point to get the next interaction. Don't like a certain character or don't like where their interactions are going? Well you've got no choice because only one dialogue choice will progress their affinity and their affinity is required for story progression. I kid you not, at one point you are looking for someone that has gone missing and you need to level up a different person's affinity just so they can say "have you checked their house?" The main character is introduced and shown to be fairly competent and proactive until they suddenly aren't for the sole purpose of requiring affinity.
The next area this suffers is the hyper-fixation on the main fetish of the game, domination loss, to the detriment of the characters and story. The latter half of the currently available content just turns into possession quest, with every character either becoming a blank husk void of any personality or a carbon copy of the first ghost you met but with a different coat of paint and much less fleshed out. Calling the later content domination loss isn't even accurate as every person just seems to immediately accept giving whatever random ghost is possessing them this time control of their body. This is such a shame because as mentioned before the characters were all quite charming and decently written in the beginning and it's a shame to see them devolve into one note trope characters.
Many of these issues could be fixed if the creator changed it from an entirely linear story and game to having at least a bit of a branching path, or even better just let the player interact with characters individually, don't require max ghost possession affinity for absolutely everyone.
TLDR: Gameplay is fun but a bit grindy, art is great, setting and characters are fun but the extremely linear progression and hyper-fixation on domination loss eats away at their quality,