This is what I ended up picking out of my backlog this time around.
All in all, I can honestly say that this is a thoroughly mediocre game. It has a number of ideas that could have made it great, but the truth of the matter is that the execution is lacking in a lot of ways.
First of all is the story and world-building. It's all fairly generic and just under-developed. There's bits here and there that could have been used as building blocks for something more... but that just never materialized. There's no follow-up on why MC randomly got that weird power to erase memories, there's nothing about MC's ability to supposedly alter destiny or whatnot aside from being a vague justification for the class-change system. The characters that appear in the game barely have any story to them, but it isn't enough to give them much of anything except some vague flavor...
Basically, if your preference is for story driven games, don't bother with this one, there's basically nothing to be had here.
The execution for the smut is lazy too. There's a bunch of girls that MC can recruit into his party and all of them have 3 scenes each. The scenes have absolutely NO connection to each other, no changes to them, no variance based on MC's actions, nothing. Also, all the girls are either not virgins, or their virginity status is treated as irrelevant. The scenes are either victory or defeat scenes when MC attacks them, hypnosis scenes using a certain item, or "Intimacy" scenes when the girls' affinity with the MC hits 100 (which is after 2 dungeon runs). There's no consequences and development to anything, and even recruiting the girls to MC's party doesn't actually change most of their dialog or reactions or anything.
In short, the H-scenes are fairly meh, which is a shame, since this is one of the better AI art games out there. They definitely could've put more effort in. Oh, of note is also the fact that for the most part, the girls also end up completely naked in most of the scenes, so all those outfits you see are pretty pointless too. Because we gotta have further disappointment.
Moving on...
The gameplay. The gameplay is honestly one of the better bits of this game, though it still fails to be genuinely great, even though there was definitely potential there. The loop for the game is diving into a dungeon, murdering everything, getting a skill selection from the boss for the MC (up to a limit), returning home, getting items appraised which results in equipment, updating gear, rinse and repeat. Dungeons get progressively harder as you go up, and how fast you can go up is genuinely a matter of luck because most all characters' strength is in the gear. Leveling barely gives you anything.
The game is extremely RNG driven, so people who prefer controlled tactics and whatnot will absolutely hate it. What do I mean by this? Well, first of all, obviously, gear drops are random. There's no crafting system. There's no gear enhancement. You can't even buy any gear in town at all. Thus, your growth and your ability to outfit party members will be entirely at the mercy of RNG. Then, there's the fact that turn order in combat is completely random, so you can't strategize around that either. On top of that, most skills have a chance to be available for use on any given turn, which means you can't strategize around skill availability either. Then, all skills except pure buff or healing skills have a chance of drawing agro from enemies and this can bypass taunt too if you have a character in the party you're hoping to direct all damage too. Lastly, MC doesn't get any skills from leveling up or anything, instead, he can pick up 1 skill per boss he defeat, out of a random selection of 3, and these skills can vary from anything that's potentially god-tier to potentially literally useless. (There's an armor-charge skill that literally doesn't work.)
All in all, how fast you'll be able to get through the game will depend entirely on luck and grind, and actual skill has little to do with it.
Now, this could have still been good if the devs did something interesting with the system. Like if they introduced particularly crazy skills or gear... However, for the most part, that's just not the case. Y'see, the characters have your typical Attack, Defense, M.Attack, M.Defense. There isn't an Agi stat (turn order is random, remember?). Then you have some extra stats. Evasion and M.Evasion, Crit Chance, then there's Counter and M.Reflect. There's no elements, no resistances, no debuff or status ailment resistances, nothing. All the gear in the game does is interact with these stats. They give some value in the basic stats, and if they have a prefix, they'll either be even stronger in those basic stats, or give you some points in the extra stats.
Weapons can only be stronger in attack/m.attack, or grant crit chance (up to 20% from what I've seen.) Armor and accessories can be stronger in their respective basic stats grants, or give evasion AND m.evasion at the same time, OR counter and M.Reflect at the same time. There's no special effects of ANY kind with the gear. It's all utterly boring. Just pure stat sticks.
Skills are pretty boring too. The most you get on them is the ability to debuff attack/defense, or buff them for yourself (and allies) to pick up or avoid agro, and in one case to inflict blind... and that's really about it. Obviously, there's doing damage too. Of course, the game makes this system even more boring by having bosses that have the ability to remove all debuffs on themselves and remove all buffs on the party from the middle of the dungeons and up, and of course, this skill cannot be countered or evaded, which means that depending on RNG, those fights degenerate into stat stick waving.
Existing skill selection and whatnot allows MC to reach 100% counter/reflect, or 100% for both evades, if you have the right luck or patience when grinding, but the existence of Wave of Nothingness means that such builds aren't even as fun as they could have been, even if you do achieve them. That's before taking into account that it might take a FUCKTON of grind to achieve those...
Once more moving on, the dungeon exploration system is another bit that could have been great, but just wasn't really taken far enough. It's simplified in the sense that after the start point, you have 3 "paths" that you can trigger events in, and each path is linear, you can also pick between them as you wish. Though you obviously can't pick the 4th event in path 1 just because you cleared it in path 2. You have to follow each path line. The events vary between normal combat encounters, elite combat encounters, random events, a shop, treasure pick-ups and rest points. While the positions of the tiles is mostly random, the dungeon layout always follows certain rules:
1. The dungeon always starts with the per-dungeon-dive-session buff shop.
2. The dungeon will always have 3 random events per dive.
3. The dungeon will always have 2 rest spots, one of which will always be at the end of a path.
4. The dungeon will always have 3 treasure pick-ups.
5. The rest is combat encounters, of which at least 2 are Elites.
What this means that the dungeon dives themselves are pretty monotonous. Especially since the monsters aren't that interesting or do anything interesting. Most of them use the same skills that players have. Sadly, players don't have all the skills that monsters have. I've only seen poison use on a small number of monsters in the earlier dungeons, but the player never gets access to poison skills (unless it's on that ONE male character I couldn't be assed to recruit... but I doubt it... Maybe one of the other base classes has such a skill? Eh... I can't be assed to check...)
So yeah, the game? Utterly mediocre. 2.5 stars. Hell, you don't lose much of anything if you just unlock the gallery and view the scenes there. The ending and prologue is in there too, and there's not much to them either. It's an ok time waster I suppose, but I honestly wouldn't spend a single dime on a game like this. Or at least, I'd get it refunded fast.