I would give Charmed a 6 out of 10. The game knows what it wants to be: it is about monster girls, level drain, and simple RPG-style battles. From the beginning, the focus is more on showing fetish scenes than telling a story. The systems, choices, and art are all built around that one idea. If you enjoy that exact loop, the game gives it to you in a steady way. If you want more variety or story outside of that, it does not deliver much.
The writing is simple. The opening with Lulu is quick and only there to give you a start point and explain how things work. Dialogue across the game is usually short and focused on teasing, resisting, or giving in. There is not much extra character development or world detail. It works fine for setting up the scenes, but after a while, it feels one-note. Most conversations push you toward the same kind of payoff, so nothing really grows or changes beyond seeing the next girl.
The pacing relies a lot on repeating the same actions. The developers describe it as “replayable,” but most of that means you are going through the same kind of encounters again until you unlock something new. If you are into the main fetish loop, that repetition will feel fine. If you are not, it starts to drag. New status effects or monster girls get added over time, but in between those, it can feel like you are waiting for content rather than moving through a story.
Player choice is limited. You usually get to pick things like whether you resist, give in, or try a different option. These choices do affect the scene you see or the status you get in a fight, but they do not really change what happens long-term. The game is built around making sure the fetish content happens, so most paths still end up in the same place. This is good if you just want to see all the variations, but less good if you want choices to actually matter for the story.
Combat and systems are tied to the fetish theme. Status effects show up during fights and are described in scenes, which works best when the two line up clearly. Sometimes they feel a bit disconnected and just like obstacles between you and the next scene. Party members add some options, but battles are not really about strategy. They are there to support the drain encounters and keep the loop going.
Progression is mostly about unlocking new characters and scenes. There are not many rewards outside of that. If you are motivated by collecting every girl and seeing all the content, this is fine. If you want equipment, story, or bigger goals, there is not much here. The art has improved in version 0.35 because the dev replaced mismatched or risky images with more consistent work. That makes things look more uniform than before, though it still does not feel like a single artist’s vision. The art is clear enough to show the scenes, but not impressive beyond that.
The audio does its job but is easy to forget. Quality of life has gotten better in the latest version with bug fixes and forward save compatibility. This makes the game feel more stable than older builds, where saves could break. Updates tend to be small and steady, adding more girls or mechanics instead of major changes. That keeps the game on track but also means it does not expand much beyond its original design.
The game is very direct about being about its focus on power imbalance and drain. If you like that theme, you will find plenty here. If you want romance or equal relationships, this game will not give you that. Overall, Charmed is good at giving exactly what it promises, but it is repetitive, shallow outside of its fetish focus, and doesn’t reach beyond that, which is why I’d place it firmly in the middle at 6 out of 10.
The writing is simple. The opening with Lulu is quick and only there to give you a start point and explain how things work. Dialogue across the game is usually short and focused on teasing, resisting, or giving in. There is not much extra character development or world detail. It works fine for setting up the scenes, but after a while, it feels one-note. Most conversations push you toward the same kind of payoff, so nothing really grows or changes beyond seeing the next girl.
The pacing relies a lot on repeating the same actions. The developers describe it as “replayable,” but most of that means you are going through the same kind of encounters again until you unlock something new. If you are into the main fetish loop, that repetition will feel fine. If you are not, it starts to drag. New status effects or monster girls get added over time, but in between those, it can feel like you are waiting for content rather than moving through a story.
Player choice is limited. You usually get to pick things like whether you resist, give in, or try a different option. These choices do affect the scene you see or the status you get in a fight, but they do not really change what happens long-term. The game is built around making sure the fetish content happens, so most paths still end up in the same place. This is good if you just want to see all the variations, but less good if you want choices to actually matter for the story.
Combat and systems are tied to the fetish theme. Status effects show up during fights and are described in scenes, which works best when the two line up clearly. Sometimes they feel a bit disconnected and just like obstacles between you and the next scene. Party members add some options, but battles are not really about strategy. They are there to support the drain encounters and keep the loop going.
Progression is mostly about unlocking new characters and scenes. There are not many rewards outside of that. If you are motivated by collecting every girl and seeing all the content, this is fine. If you want equipment, story, or bigger goals, there is not much here. The art has improved in version 0.35 because the dev replaced mismatched or risky images with more consistent work. That makes things look more uniform than before, though it still does not feel like a single artist’s vision. The art is clear enough to show the scenes, but not impressive beyond that.
The audio does its job but is easy to forget. Quality of life has gotten better in the latest version with bug fixes and forward save compatibility. This makes the game feel more stable than older builds, where saves could break. Updates tend to be small and steady, adding more girls or mechanics instead of major changes. That keeps the game on track but also means it does not expand much beyond its original design.
The game is very direct about being about its focus on power imbalance and drain. If you like that theme, you will find plenty here. If you want romance or equal relationships, this game will not give you that. Overall, Charmed is good at giving exactly what it promises, but it is repetitive, shallow outside of its fetish focus, and doesn’t reach beyond that, which is why I’d place it firmly in the middle at 6 out of 10.