This game has excellent CGs and strong characterization, but I can only give it 2 stars because the gameplay is so poor. Every quest seems to involve solving a myriad of puzzles as you create a chain of increasingly-convoluted events. This would be fine were it not for the fact that puzzle solutions are based entirely in moon logic and the game makes absolutely no attempt to help you out.
Objects critical for quests are hidden in places that make no sense, like laundry detergent inside your lunch box in your locker, or a wrench hidden INSIDE A BOOK that you can lose during an unrelated earlier quest. The only way to learn solutions this is through trial and error by clicking on literally everything repeatedly, because the "hint" system basically only serves to remind you what the newest obstacle. The stat system is woefully undeveloped, as you can only increase stats by making choices in dialogue that are not indicated anywhere, but failing stat requirements can cause you to fail quests, with no option to retry. Even in events where neither of these elements are present, like the chili-cooking event, the game still ensures that you'll waste far too much time clicking on random crap. Here, the developer made the baffling decision to make it so that your character only knows what's inside drawers in the kitchen when he's not actively looking for something. As soon as he needs something, interacting with the shelf causes him to say "What's in here? No one knows." He should still be able to see what's in the drawer, he hasn't gone blind!
Fortunately, the game is clearly in an early state, so there's hope that these problems can be fixed in future releases. I'm confident that these issues can be resolved as the game matures, and I'm willing to change my review if that proves to be the case. Alternative solutions to quests would be a big step in the right direction, as would implementing failsafes to prevent lockouts (in the "wrench in the book" case, for example, the player could either not be able to give the book away until they interact with it, or the person they give it to could point out that there's a WRENCH inside the book). Playtesting new content would also help; everyone plays a little differently, so playtesters could pick up on things that the developer missed. With the game's premise of a "do-over" in mind, you could even use a "groundhog day"-type plot device to allow players to repeat game sections with higher stats or items they didn't have to get an alternative result. Despite the poor review, I'm hopeful that the game will improve in the future.