Kept a list as I played, too lazy for a formatted essay.
- No choices. The only time you're given options, it's really "see more content" or "see less content".
- All sex is scripted, you never get to "choose". Initially this makes sense, later on as your character supposedly becomes more powerful, it no longer does. If it's a miniboss, boss, or some lowly goblin group that you somehow can't sneak away from, you're banging. Again, this makes some sense at the beginning, but once you come into your power, it no longer does. There is coding for the random events that take into account your level, but they're also tied to random numbers, so if you're unlucky you'd still see these events at level 30+.
- On the point of sex, it gets tiring that you have to bang basically everyone. Even when you're significantly more powerful, even when you're basically a god, the game just defaults to sex (where you're more often than not, a willing sub). You never get to just murder people the old fashion way. Doesn't matter how disgusting or hated someone is, the only choice is always to bang. And, again, even when you're in the position of power, your previously a male character defaults to willing sub nearly all of the time.
- Long repeating sequences (all dreams are the worst offenders). Why do these fire more than once? Why are they ten pages long?
- Small pool of events that constantly repeat. There aren't many exploration events, so I suppose if they didn't repeat the game would be quite empty. Instead, it's full of things you've already seen a hundred times before. I've seen more content about the forest wisps and the mountain raven than I have anything else in the game.
- Lots of scrolling due to the above. So much scrolling. I've grown to hate Pat & Yuki because they make it so you can't even escape the repeated spam in your own house.
- If you're unlucky with random events that you actually do want to see, like finding alraunes or quest mobs (spider kill quest will forever remain in my quest log), you'll waste a lot of time hoping what you actually want to see show up, and not another wisp event or useless event about a ruin or shiny cave that you've seen fifty+ times already.
- Significant amount of menus and clicking to get where you want to go (town -> town gate -> leave town -> mountains). Three clicks could be turned into a single "leave town" option from your house. Though I suppose that would add even more scrolling.
- Text size options are either what I can only assume is 1pt size font, or the font size used for protest signs. There's no in-between. The tiny text alleviates the amount of scrolling, but makes things harder to read, while the absurdly large text makes things readable but increases the excessive amount of scrolling you already have to do.
- Basically a very linear novel with a lot of in-between steps. It does a a great job of obfuscating that there's no player choice and that it's really just a story you have no say in, so there's that. There's no real doing anything out of order. You technically can miss some things, but the game severely punishes you when you do (such as not doing the prereqs for the Spider Queen).
- Writing is extremely competent but absolutely riddled with an utter lack of editing. Repeated words and sentences, typos, and amnesia of the text from the page before is the rule, not the exception. But, again, the writing is highly competent, just devoid of any sort of proofreading or historical memory.
- On the point of past events not being recalled, this is probably the weakest aspect of the writing. For example, the main character newly learns about the properties of iron and the effect it has on demons every time she comes across it. Every. Single. Time. "Oh, what, why does this burn???? lol what is this". Also, considering the common abundance of iron, why is she only encountering it sparingly? She should be writhing in agony every time she touches a barrel, a rivet, a nail, a door, or any other everyday item like cookware. The aversion seems to only apply when the author wants it to, and he forgets to most of the time otherwise. An example, you'll come across an iron collar, get shocked, then go pick up some keys to unlock it. I wonder what those keys are made of? Even if they're some random other metal (unlikely), your character doesn't stop to consider the possibility.
That example aside, the only reason there seems to be any continuity at all, is because of how step-by-step and linear the game is. And even then, it tends to forget what has happened before.
- The game has a hard time keeping track of what you have and haven't done. One example is that while training charm with Rhelyla, your character will constantly talk about working in the brothel --- even though my character never has because the option has never unlocked for me (apparently a few hundred encounters with various creatures and a dozen tentacle egg births isn't enough).
- On the Rhelyla training events, there's a week's delay between each one. By the time you're done with them all, you've likely already long exhausted most of the current content in the game. To see them, I had to sleep spam in my house, going to the forest every so often to get laid. The only real benefit to even do it is to get a set of armor at a discount, that by the time the training is over you could have just easily bought at full price anyway. There's also a battle debuff, but at that point --- who are you going to use it on?
As for positives... Well, the writing is again rather competent. Eventually it gets blander and blander, and more and more wall of texty, but it remains well written. Considering how on rails the experience is, I feel like someone would be better off with an edited and abridged version of just the main story in novel format.