TL;DR:
-RPGM game with nothing to break up the "dialogue | fight | sex scene" monotonous triad.
-Reasonably lengthy game. Has a gallery. Not that many scenes outside of two clusters though, and if you were expecting escalating scenes like in most games of the genre then you'll be disappointed.
-Most scenes feature the protagonist, and while she does have different sets of clothes those aren't featured in scenes. Side characters have no different clothes and only a handful of scenes each.
-The game features a double curse on the protagonist and her friends, one of which is a lust tattoo and the other capable of exploding her. Nothing much is done with either, however; they are plot devices used to excuse the protagonist and her party being complete sluts from the word go (the lust tattoo has levels, but it maxes out while you're still in the opening bit and is effectively a non-factor throughout the rest of the game), and justify not giving the player more than one real decision towards the end of the game, and that is that.
2/5.
Look, I wanted to like this game. I played the machine translated version of it, and honestly, you could do worse than give this a spin.
But that's not saying much. You could do worse than eating your weight in chocolate and it's still not exactly advisable.
What's here is best broken down into a few bits:
-The Prison Section:
This is probably the most interesting part of the game; your health doubles as your hunger meter, and you restore it by eating things. Your mana doubles as your energy meter, and is used to do menial labour in exchange for food coupons. You are given one food coupon each day, and it alongside what you can scrounge for your mana ain't going to keep Sheryl fed.
So you have options. You can choose to go underground and fight rats and bats, potentially harvesting their meat or finding wild mushrooms that you can then fry, but word to the wise: Sheryl will always burn whatever you fry, and that'll make her throw up and lose more HP than the food healed her for. Fighting, however, also gives you exp, which increases your mana capacity. So after a few fights you can get more food coupons each day. Your other option is prostitution.
If this was the gameplay loop around which the game was centred, that would've been interesting. Unfortunately, this is just the exposition. After a few days you're told the notice board got updated and you can go fight goblins for your freedom.
-The Shared Route:
The majority of the game is actually a shared route, with little deviating from the critical path. You have some minor and inconsequential choices but really, you don't control a whole lot. You go to the place, talk to the guy, kill the things. Or you kill the things, talk to the guy, go to the place. Or... You get it. It's standard RPGM combat and it bores me to sodding tears.
-The Lust Town:
This is the second cluster of scenes in the game. You unlock it by talking to a girl who tells you of a missing... I guess "bitch" which Sheryl interprets as female dog. She talks to the guy in the town and (probably) under the influence of the curse mentioned above becomes the guy's bitch. She can then go around on all fours, naked and on a leash and do other activities. Each activity gives her one training point; scenes have a variation above a certain threshold. Again, if this was an integrated part of the game, that would've been nice. But it's entirely self-contained and doesn't impact the rest of the game at all.
-The diverging routes:
The premise of the game is that a war broke out between the two nations, "Reda" and "Bluea". Your choice is whether to side with the red dudes or the blue dudes. Sheryl herself was originally from the blue nation, but after the blue nation lost and she was taken prisoner the surviving blue dudes turned to dark magic and monsters to get the upper hand. Side with them, and they'll try to pull a fast one on Sheryl and her friends, and if you let 'em she'll end up as a monster breeder. Also, for all you fans of pregnancy, this bad ending is the only bit of pregnancy in the game.
Side with the red dudes, on the other hand, and after you kill the leader of the blue dudes Sheryl and her friends will be cleansed of the exploding curse. The lust curse, not so much. They'll buy some land and build a large house for all of them to live in together.
And that's pretty much it.
It has an OK amount of scenes in total, but most of them are so uninspired and centred around either the prison region or the lust town region. Occasionally you'll get a random "job" like bunny hostess or waitress but those are few and far between. There is a gallery, though, which is a plus.
In the end, the RPGM combat is boring, and the game doesn't feel like a cohesive whole so much as three different parts that don't gel or fit but have been stitched together anyway.
How to improve this should be obvious from my rambling, but if it's not, here are three possible directions you could take to improve this game:
-Focus on the survival mechanic ala the prison section. Maybe Sheryl can forage food in the wilderness on en route to objectives. Maybe she gets better cooking tools. Maybe she stops burning everything and throwing it up. Maybe she doesn't and needs to resort to prostitution. Maybe that raises her lust tattoo dangerously high and the player has to make sacrifices some other place. Whatever, it's SOMETHING that isn't RPGM combat spam attack occasionally heal win.
-Focus on the branching path thing. Give the player 2-3 more choices per route, and put them much earlier. Maybe Sheryl doesn't sign up for the Reda army. Maybe she gets sold as a sex slave, kills her master and escapes to the Bluea refugees. Or maybe she signs up to the Reda army but betrays them, feeding intelligence to the Bluea resistance. Whatever. If you want to do branching paths, do actual branching paths and not just a log that's been split in two at the very top.
-Focus on the side jobs and lust town bit. The waitress job is the first one you can unlock and it - and only it - has a mediocre minigame where you need to bring the correct thing to each customer on a timer and while avoiding an NPC. OK, that's... Boring and easy and stupid, but you could've expanded upon it rather than giving up. If you focused your scenes on this and 4-5 more jobs each with a unique minigame, maybe you wouldn't need to spam so much cannon-fodder RPGM combat towards the end of the game, so the players wouldn't try skipping it and get surrounded and then not be able to proceed until they do twelve sodding fights in a row with enemies that can't hurt them, can't offer them any meaningful rewards and take a few hits to pop each.
2/5. Too much RPGM combat, scenes spread too thin with really only two clusters that have any meaningful amount of content and the story is a bit too contrived and dull.