I'd mark it at 4 stars even though I didn't finish it.
As a
game, it had some major challenges. Mainly the
gameplay issues are:
- Chest bugs. Seems any chests with 500 gold in them cause a fatal error, so download that patch to fix this or just save before opening any chests.
- Too much grinding required. Random encounters are MC versus up to 3 enemies at a time. By mid-game each enemy can take 3-4 attacks to take down. So if you can't take down 1 of the enemies before needing to heal, you'll be in an endless 'heal then get attacked 3x' loop. So you basically have to fight in a map until you can 2 shot each enemy. You eventually get weapon with a 2x attack which helps, but only briefly as enemies scale up again the next dungeon so that it is taking 3 of these 2x attacks to bring them down.
- Enemy encounters become too frequent to enjoy the gameplay. There is originality that there isn't a 'random # of steps before enemy encounter' system. Rather you see enemies on the map screen and can avoid them. Except most dungeon maps have very narrow corridors, so you can't always avoid fights. By mid-game, these slow moving enemies move at super speed and become unavoidable, and you basically have to fight 25 encounters per map area times a 5-6 map dungeon. 100+ random encounters between CG scenes isn't desired in an H-game.
- Leveling up barely powers up your character, so fights gets out of hand by mid-game when you essentially go from full health to needing a complete heal after 1 random encounter.
General dialogue is lacking. Events have way too much dialogue, to the degree of 50+ screens of text per event. And that applied to everything; mission briefings, boss fights, learning new skills, etc.
User design was bad. Translations during briefings left something to be desired, so mission details were not fully clear (or maybe I skipped over too much in the wall of text where I was meant to read 10 minutes of briefings). While you might know you need to go to a new city to meet a person, you wouldn't really know who and where in the city they'd be. There would be no UX guide markers to help the player find who they were looking for, so you'd end up talking to everyone in town to trigger the event.
The mechanics and plot devices deserve major kuddos for originality. Essentially MC has a super-powered pussy that she uses to fight with. All of MC's attacks are sex-based attacks. Enemy attacks can be regular attacks or sex-based attacks, with sex-based attacks potentially inflicting status debuffs (skill loss usage, sleep, etc.) or pregnancy. MC's "super pussy" goes from fertilized to full term instantly when a monster impregnates her. While being pregnant causes attribute debuffs, birthing actually helps level you up. Between missions, MC goes to the whorehouse to learn new skills by being a prostitute.
As for artwork and CG, that is where it really shines. MC is a "police officer" who was trained to sexually gratify monsters & men, fuck, conceive, and birth like it was completely normal. If the exhibitionism, lactating, creampie, pregnancy and monster tags drew you in, you won't be disappointed. Artist seemed very inspired by hentai artist "Shiawase no katachi". As an example scene, MC runs a train on 100 goblins, and then plops out 7 lil goblins at once, standing in an orgasmic stupor with 7 umbilical cords hanging down from her pussy. I laughed my ass off the first time I saw MC perform a standing delivery and chuck her placenta away before continuing the fight. Lots of good exhibitionism pregnancy content -- this woman is completely comfortable being a public seedbed for monsters.
Overall I wish the developer put more effort into some of the user experience aspects of the game, but the artwork and character development more than makes up for it in my mind.