[Review based on v18.0]
Having not played a game like this in the past, I found the game to be surprisingly enjoyable after the initial learning curve from interacting with the map (it uses an interactive map that you move on, but you can modify zoom settings and such to make it easier).
The Good:
Overall, the game's scenes are primarily text-focused, with a solid array of character art and designs to reinforce said scenes. There are some generic animations that'll play depending on the action being done, but these weren't specific to any encounter, and I felt like they didn't really add much compared to the text and character art.
I also found the plot to be interesting, as well as the amount of choice the player has (in the parts of the game that are completed anyway).
The Bad
The attribute and body system feels a bit underbaked in its current iteration. Some attributes receive significant temporary penalties in the aftermath of various scenes. While this is linked to the character's ability to store/use abilities and whatnot, it felt like my Strength (and 1 or 2 other attributes I forget offhand) were constantly being reduced for however many turns. That said, I did like that I could 'bank' unused attribute points, spend them when a skill check appeared, and be able to pass the skill check without having to reload the game or anything.
In a similar vein as Attribute Points, I felt like Body Points didn't really accomplish a whole lot. While I like the idea of upgrading one of three aspects of a particular orifice with every level-up, the actual impact seemed insignificant. The lack of a respec system to try out different Body Point combinations was also notable, though maybe one will be added in the future as the game receives updates.
With regard to the combat system, I think it's in a serviceable place at the moment. However, enemy turns proceed so quickly that it's difficult to tell what's going on unless you stop to review the log (which is important when you die to figure out what happened). Character messages are also easy to miss with everything going on, though they are nice flavor.
Combat difficulty also leaves a fair bit to be desired, which is something I particularly noticed in the latest update. As of right now, fights are subject to a considerable amount of RNG and the player has limited input in how the character grows or develops their abilities as the game goes on in preparation for these harder encounters. To be more specific, the player has access to a basic attack, up to 4 healing items/potions you can equip, access to 3 spells (fireball, thorns, earth wall), and an ultimate move you can use once per fight after 3 turns (which consumes an orgasm point, which caps at 3/3). The spells are the main means of attacking enemies, which consume semen and can have up to 2 additional effects at higher qualities, and most encounters can be cleared by simply using fireball and earth wall (which creates a barrier most enemies have to destroy before damaging you). I think this basic premise works well enough, but unlike the choices available to the player in the story, there's very little available to the player in terms of combat development. It would be rad to spend ability points on enhancing the character's combat abilities instead of their orifices.
As for why this matters, I found that an encounter with the drowned group of enemies in the latest update relied on RNG or I'd be immediately killed (I forget if this was on the hardest difficulty or just normal). Specifically, one (or a few) enemies had an instant-kill skill that they could use on any target after using another skill to 'lock-on' to the target. This effectively meant that enemies had to be killed in a specific order before I was immediately and unavoidably hit for 99999 damage. And with only one guest party member to act as a meat-shield and no way of avoiding it short of killing the enemies in question (or avoiding the fight via narrative choices of course), it took me somewhere between 10-20 tries before I was able to clear it with the right amount of RNG. A large component of this difficulty was also due to the fact that you have limited attack ranges, and I believe the existence of misses/criticals (I haven't played in a bit since that encounter so I forget what eventually allowed me to clear that fight).
Elsewhere in the game, I found a shadow creature miniboss on normal mode that was similarly brutal compared to everything else in the game, which I thought was unusual.
Another issue I found with the game was that as I played the more recent content for the game, there were an increasing number of typos and POV issues (passages using 1st person instead of 3rd) that crept up.
Lastly, it was also frustrating to start a quest, just for the journal to tell me it was a work in progress (which happens quite a bit once you get to the village). While some content does have to be set-up for a future payoff, why include it at all until the entire chain can be implemented? But I digress.
Overall
I wrote a fair bit for this review, and I know I spent more time on the flaws than the good, but this game is genuinely one of the best ones I've seen on this website, and that's saying something considering it's still in development. No idea what the development timeline looks like (and I do see it was first posted in March 2020...), but I'm hoping the dev/s keeps this project going, irons out all of the kinks, and finishes the project in a satisfying manner without milking it for years and years.
Having not played a game like this in the past, I found the game to be surprisingly enjoyable after the initial learning curve from interacting with the map (it uses an interactive map that you move on, but you can modify zoom settings and such to make it easier).
The Good:
Overall, the game's scenes are primarily text-focused, with a solid array of character art and designs to reinforce said scenes. There are some generic animations that'll play depending on the action being done, but these weren't specific to any encounter, and I felt like they didn't really add much compared to the text and character art.
I also found the plot to be interesting, as well as the amount of choice the player has (in the parts of the game that are completed anyway).
The Bad
The attribute and body system feels a bit underbaked in its current iteration. Some attributes receive significant temporary penalties in the aftermath of various scenes. While this is linked to the character's ability to store/use abilities and whatnot, it felt like my Strength (and 1 or 2 other attributes I forget offhand) were constantly being reduced for however many turns. That said, I did like that I could 'bank' unused attribute points, spend them when a skill check appeared, and be able to pass the skill check without having to reload the game or anything.
In a similar vein as Attribute Points, I felt like Body Points didn't really accomplish a whole lot. While I like the idea of upgrading one of three aspects of a particular orifice with every level-up, the actual impact seemed insignificant. The lack of a respec system to try out different Body Point combinations was also notable, though maybe one will be added in the future as the game receives updates.
With regard to the combat system, I think it's in a serviceable place at the moment. However, enemy turns proceed so quickly that it's difficult to tell what's going on unless you stop to review the log (which is important when you die to figure out what happened). Character messages are also easy to miss with everything going on, though they are nice flavor.
Combat difficulty also leaves a fair bit to be desired, which is something I particularly noticed in the latest update. As of right now, fights are subject to a considerable amount of RNG and the player has limited input in how the character grows or develops their abilities as the game goes on in preparation for these harder encounters. To be more specific, the player has access to a basic attack, up to 4 healing items/potions you can equip, access to 3 spells (fireball, thorns, earth wall), and an ultimate move you can use once per fight after 3 turns (which consumes an orgasm point, which caps at 3/3). The spells are the main means of attacking enemies, which consume semen and can have up to 2 additional effects at higher qualities, and most encounters can be cleared by simply using fireball and earth wall (which creates a barrier most enemies have to destroy before damaging you). I think this basic premise works well enough, but unlike the choices available to the player in the story, there's very little available to the player in terms of combat development. It would be rad to spend ability points on enhancing the character's combat abilities instead of their orifices.
As for why this matters, I found that an encounter with the drowned group of enemies in the latest update relied on RNG or I'd be immediately killed (I forget if this was on the hardest difficulty or just normal). Specifically, one (or a few) enemies had an instant-kill skill that they could use on any target after using another skill to 'lock-on' to the target. This effectively meant that enemies had to be killed in a specific order before I was immediately and unavoidably hit for 99999 damage. And with only one guest party member to act as a meat-shield and no way of avoiding it short of killing the enemies in question (or avoiding the fight via narrative choices of course), it took me somewhere between 10-20 tries before I was able to clear it with the right amount of RNG. A large component of this difficulty was also due to the fact that you have limited attack ranges, and I believe the existence of misses/criticals (I haven't played in a bit since that encounter so I forget what eventually allowed me to clear that fight).
Elsewhere in the game, I found a shadow creature miniboss on normal mode that was similarly brutal compared to everything else in the game, which I thought was unusual.
Another issue I found with the game was that as I played the more recent content for the game, there were an increasing number of typos and POV issues (passages using 1st person instead of 3rd) that crept up.
Lastly, it was also frustrating to start a quest, just for the journal to tell me it was a work in progress (which happens quite a bit once you get to the village). While some content does have to be set-up for a future payoff, why include it at all until the entire chain can be implemented? But I digress.
Overall
I wrote a fair bit for this review, and I know I spent more time on the flaws than the good, but this game is genuinely one of the best ones I've seen on this website, and that's saying something considering it's still in development. No idea what the development timeline looks like (and I do see it was first posted in March 2020...), but I'm hoping the dev/s keeps this project going, irons out all of the kinks, and finishes the project in a satisfying manner without milking it for years and years.