I enjoyed this game a lot more than I expected to. It's a pretty well put together rpgm game with interesting class progression and boss encounters. However, some translation issues and the lack of a satisfying ending prevent this from being a truly memorable experience.
The premise is that you are an amnesiac that suddenly finds themselves in a new world. It sounds like isekai, but isn't. The female lead finds the character lost in the woods and, being a fellow amnesiac herself, you decide to journey together to reclaim your memories. 3 more characters join the party over time and there's a few more side characters featured prominently in the game as well. The story starts out ostensibly like any cliche fantasy rpg but there are some twists along the way to set it apart. There's a surprising amount of character development for each of the heroines that goes a long way towards immersing the player, but this also makes the lackluster ending all the more jarring.
The translation is probably a little above average, but I don't think it's quite good enough for this game in particular. Some of the dialogue feels stiff or awkward at times and I found myself spending a lot of time trying to decipher if there was any missing nuance to the text. I felt like the dev had some thought provoking wisdom they wanted to impart on the player, but the translation quality held it back from doing so. Or maybe I was just searching for meaning where there was none all along.
As for the game mechanics, there are good and bad elements. Each character has skill trees that allow them to focus on different combat roles. You get a skill point when you level up, so it's generally enjoyable to level and advance your build. You can reset skills at any time, and the game expects you to do so in order to specialize around each boss. The "forced" respec'ing for each boss started to wear on me after a few hours when each of my party members had 30+ skill points that needed to be reset and spent in order to solve each boss's unique mechanics. Each enemy is weak to certain damage types (and each character only deals one damage type) and resistant to others. The result is that you need to respec who your damage dealers are for each boss to match their weaknesses and relegate your characters with the resisted damage typing to support roles. The game lets you save skill loadouts to save time, but you gain enough skill points between each boss that you are going to want to fully respec anyway to more efficiently spend skill points so it doesn't really save any effort. I would have been much happier if the damage typing didn't exist and I could settle each character into my preferred role/build for them instead of having to swap the dps, support, and tank roles for each encounter. Respec fatigue gets even worse when you're dealing with the trash mobs that are best killed with a full dps-specialized party. Everything said, solving each boss's fight was mostly enjoyable once I got through the initial trial and error of knowing how to specialize each character for the fight.
The weapon acquisition system is probably the low point of the gameplay for me. Weapons drop as unidentified gacha tokens that an npc will roll into weapons for you. There are 3 rarities of tokens that each have different chances of rolling into higher tier items. It's cute at first since the tokens are fairly plentiful, but the roll rates on the rank 3 weapons are very low and the rank 3 weapons are much more powerful than low tier alternatives. There's nothing stopping you from save scumming your rerolls as long as you're willing to pay the low, low cost of your own sanity to do so. The game is fairly difficult on the hardest setting so the incentive to get rank 3 weapons as early as possible is high. Considering it only takes 5 seconds round trip to reload a save and turn in a token, the system feels like it's implicitly encouraging you to reload for better drops. I don't think the dev was maliciously trying to design an annoying weapon system, but I would have preferred if weapons and crafting materials were just placed in fixed locations in the world instead of grinding the save and load screens. It's extra weird that the item system feels so grindy when the experience system isn't at all. Your level caps in each zone until you beat the associated boss, and it's pretty easy to stay at the current level cap just naturally fighting on the way through each zone.
The sex scenes are decent and definitely improved by the character development for each npc. That said, I think they suffer from not being integrated well into the story. Most of the scenes start when you rest at your home or talk to an npc at home once they reach an affection breakpoint. There are a handful of scenes that occur out in the world as part of the story progression that have better buildup and more interesting settings, but these are a minority. Having more creative settings for the scenes could have carried them a lot further. There's no animation other than that the images briefly rock back and forth once with each dialogue advancement. The lack of any group scenes is also a bit puzzling for a harem game.
I would have said this was probably a 4-star game right up until the last 10 minutes. The narrative just kind of... gives up right at the end. The game waxes philosophic on the nature of the characters, their actions, and our quest throughout the entire game. Unfortunately, it's hard to decipher a lot of the meaning/nuance due to the middling translation, but there were points where I poured over the words trying to find higher meaning. And then at the end of the game, with all the truths of the world laid bare and our quest completed: the game has nothing to say. You beat the boss and the credits roll. It's a shame because the game spends a lot of time setting up its world and there are significant consequences of the heroes' actions that just aren't addressed. Equally criminal is that there isn't a single ending scene with any of the girls.
I don't know what happened to make the dev give up right at the finish line when it seems like they put a lot of effort into the game otherwise, but it comes close to ruining the entire experience. I enjoyed the journey enough that I don't regret playing the game, but the destination brought no satisfaction. The dev states in game after the ending that they might be willing to add more scenes if there's enough popular demand, so maybe there's hope that a future update helps polish the game by adding an epilogue.