I'm going to mainly be critiquing with regards to kamichichi's other work and his development over the years. To the uninitiated, this game is definitely good, and you should play it along with his other games. Definitely some of the best stuff I've found over the past few years. What follows will mainly sound negative, but I do stand by my 4-star rating. The combat, animations, graphics, map, story-line, etc. etc. is all above and beyond most other games, especially on the RPGM engine.
The new Apostle has shattered expectations following the first game and his unrelated recent project, Island SAGA in ways both positive and negative. In terms of its scale as well as its animations, this sequel is definitely an improvement on the original. However, there is a good bit that has been lost in that improvement that I hope kamichichi learns from going forward. It seems like there was plenty of time dedicated to the smallest of details some places where there was clearly attention needed elsewhere for much greater impact. For one, the pacing of the game is awful. The beginning and the end are crammed with content while the middle of the game is not only grind-y in terms of combat, which I'm not usually one to complain about, but in terms of narrative or structure. You just kinda float around this huge, simultaneously empty and full world, sidequesting primarily non-combat missions and minigames for WP which you use on a sex scene. For context, I grinded a decent amount and almost all of my AP for skill upgrades came in the last hour of playtime. There's hardly any time spent with the girls in the middle part of the game outside of the Rush Ball game which requires you to single out one girl and bits of the main plot which are too sparse and/or shallow when they do arise. Related to this, the writing is, at times, laughably terrible. I understand that the plot of getting 5-10 attractive women to all simultaneously fall in love with you while saving the world within a relatively short period of time requires some degree of incredulity, but I'm not even just referring to the romantic dialogue (though that requires a good bit of work as well.) One example that sticks out to me at the time of writing this is the moment with Mario towards the end which could've had a lot more impact, but the writing was awful. IIRC some character literally said, "Wow! I am so sad now!" or something along those lines. Partially due to the fact that there is too little bonding/deep plot/combat with the girls in the middle of the game, the advances made with the girls seems jarring and ridiculous at times. The characters do, of course, mostly already know eachother, and some have liked MC before the game even starts, but there's not nearly enough buildup with most of the girls or even details about these past encounters outside of vague allusions -- a few decent flashbacks would've been great. I don't mean, by the way, that they should start off blowing you before they fuck you or whatever, like so many other games, which I always thought was weird. I just mean that the way they talk to you should more fluidly develop over the course of an increased number of missions (which would also decrease the need to grind the same Meggido over and over, though the side missions to retrieve things in them was a smooth way to ameliorate that). A minor point to add is that I wish there were a bit more complexity to the themes in this game. As another user pointed out, its pretty cut and dry on being simply GOOD VS EVIL. Given the references to mystical spirituality, and the role of the Kabbalah or Tree of Life in the end, you would expect a more nuanced interplay of these themes, although MC's Nature vs Nurture conflict was cool and unexpected. On top of this, the translation, which took over a year to be completed, still contained a noticeable number of errors and it leads me to believe that perhaps the dialogue is not so bad in some bits but was merely translated poorly. Lastly, the game is pretty unoptimized. I'm not sure how much is actually possible in RPGM, but the high graphical content makes it so that missed inputs or frameskips are practically inescapable in some areas and during some events. This makes the exploration that this game should be encouraging (given the lack of structure towards the middle) a bit frustrating. I'm sure that this is a primary motivation for kamichichi moving to the Unity engine moving forward. The hype and the potential of this game was definitely squandered in a plethora of ways, but this overall still came out as a pretty good game which I think was a necessary step for the betterment of future releases.