The story and dialogue felt solid but combat seems poorly balanced and there's a few quests that have unfinished quest objective flags, with these 2 issues combining oddly to produce unsatisfying gameplay.
Some quests, most infamously the one for Vault 64 have objectives who light symbols don't change color from grey to green, making players suspect they missed something when they really didn't. This leads to the player spending way too much time in an area, accidentally farming enemies for EXP as they wander trying to find what they missed. This makes the player quickly overpowered as certain enemies give lots of EXP. Then when they get into combat they steamroll enemies every time.
I notice in later areas the developer compensates for this by making enemies immune to status effects that are harmful, but this backfires against gameplay fun as all this makes the player do is swap to weapons that focus on direct damage output instead of negative status effects, hardly reducing the player's effectiveness but making them more bored.
The story feels like a 3/5, the dialogue with NPCS feels like a 3.5/5, but the combat feels like a 2.5/5, AKA the "RPGM/5" rating problem in that combat gameplay in RPGM is famously difficult to make entertaining. Typically RPGM games with satisfying turn-based combat do the bare minimum of rock-paper-scissors style resistances and strengths and make sure you can't access every option all the time, with better appeal the more stringent your repetition ability is.
I did enjoy the world and dialogue very much, and Roxanne was fun to have around although the overpowered player issue lets Aida (main character automata) able to singlehandedly decimate entire teams of 3 enemies even without trying on her first turn. The final couple of battles felt cheap on the basis that once I understood the enemy didn't get affected by status effects I just pelted them with pure damage.
I did enjoy how even the earliest type of weapon stayed relevant in later strategies for a while. I enjoyed Roxanne although at such an early version she has hardly any animation compatibility with enemies. A particular nuisance issue is a lack of animation variety per enemy as they only have 1 animation with each player character at most, making animation repetition a conspicuous issue.
The typical "hall of memories" animation viewing gallery is great as intended, and lets the player cheat-unlock all scenes with a button. This is handy because Roxanne's anal animation enemy was so hard to find I simply couldn't find it.
The To-Dos I would suggest for the game: figure out how to keep combat fun late-game because enemies that drop status effect gameplay just become lame sponges for damage. See if a rock-paper-scissors style system would work for combat. Try to fix those quest objective flags to prevent players from lingering too long and accidentally farming too much EXP. Then figure out the proper curve for EXP gains and enemy strength. I know more animation compatibility is on the way so that's not as high in priority to mention.
That game was fun. A focus on robot, scalie, and anal tickles some of my fancies and the game was humorous as I enjoy them. The core gameplay loop moves along nicely though combat gets super dry. Do not take offense if my ratings seem low, I'm just more strict and I've been told I should be even stricter. 3.5/5 from me is 5/5 to most.