Okie dokie, then.... For starters, some good points:
1. Content
Positives:
a) An AMAZING amount of animation is already implemented and beautifully done!
b) Love how the immersion feels when you can choose the pure or corrupt path, and how it effects the lewds!
c) You can really tell how serious the devs are about translating the scenes into English, and that's certainly appreciated!
d) You can almost entirely figure out what your next objective is by just using common sense roughly 75% of the time, if not more and that's frickin' awesome! Yes, the option for a walkthrough is valued but for this much content without a NEED for it so often... I cannot even express how enjoyable that is to me and I've no doubts others might agree with me as well.
Now for the criticisms (note that it is constructive criticism, not cynical so all you haters can just f*ck off)
Negatives:
a) Each scene is sometimes laggy asf!
b) The loops pause at random moments and the transition from one area to the next needs a revise (your character sometimes feels like it jumped clear across the map by simply entering the zone).
c) Hit ratings are dogwater garbage still, it feels like for every 12 strikes the PC only successfully lands 4 or 5 on average no matter what level he's at and with so many heavily "grindy" moments already in the game, that can only piss people off over time. Another option that could work here might be nerfing the everluving hell out of non-essential enemies (standard trash mobs) to make grinding less insufferable; if you can't hit the broadside of a barn on a sunny summer day, the least you should get are MORE than enough "practice shots" in so that you get better at it. xD
d) Although the concept IS impressive on its own, and definitely needs to be in the game, having such HUGELY consequential "timed quests" so early in just feels redundant. The quests I am referring to are MOSTLY the timed quest objectives that unlock with such little effort to raise affection. Maybe change it so that the character's level increase unlocks it instead, or maybe even raise the affection level minimum before the event triggers? You could even change the dice roll to make it a bit more randomized, I'm sure. I dunno, feels like there's some "tutorial boss" PTSD (xD I'm sure some of you know EXACTLY what I'm referring to here) when I think about how this screws everything when I'm already busting my character's balls to get back into his house.
All in all, the game has some SERIOUS potential, but dear CHRIST does it need some improvement still. Some of the changes I mentioned aren't even that difficult to do anything with, just takes a team with a basic understanding of intermediate algebra and the time to code it all together (which I presume the devs have both already, since they've released this much content into the game by now).