Wasn't originally planning on writing a review, so I didn't write any notes while playing like I normally would. I noticed there wasn't really much in terms of reviews here, so here are some things I noticed while playing (I played it yesterday, so somethings like names might be a bit off). I apologize for the extremely long review though, as I tend to be though rough when it comes to QA and give long, detailed (hopefully enough) reviews. This also took a few more hours to write than expected without any notes, so hopefully it helps in some way.
TLDR:
The game is great for a first version, and I would recommend giving it a try if you like femdom games. It has a good amount of content variety with options to turn off gross content that some might not enjoy, and it overall seems like it has a good future ahead of it should it consistently get updated with content. It is still a first version with a few bugs, but if you can look past those and reach the end of the main content, it is a great game. If you haven't played it yet, I recommend playing it before reading this review as I go into spoilers.
Review:
Overall, this is a pretty good first version. While I would have liked to have more content, it also makes sense that some things are being kept for future versions. There was a lot of options for the player to do from the start (after the main tutorial), allowing for the player to easily choose if they wanted to do the main quest, side quests, or search around for more interactable content at a given point in the story. The story itself is pretty interesting and had kept me invested enough to not skip through any parts, so I look forward to knowing what will become of the ongoing plot and character interactions.
The only problem I had with the story was some things weren't fully consistent or explained. The festival, for example, seemed to have a pretty important timed event that should impact the story (at least in the future) in some way; however, the impact the player makes during this time frame isn't explained so I am not sure if/when it will affect anything. I also noticed that some side quests felt a bit odd depending on the order you did them, as I could have sworn Taney (I think) was in her avatar self during the Sunset quest despite it being possible to fight Sunset before Taney. I might be completely wrong since her normal self and avatar self are pretty similar. Doing the quest where you go to Taney's house can also allow you to replay the scene where you view her avatar, giving the same dialog you would have before viewing her avatar. Replaying scenes in general would often give the same dialog and reactions as the first time, which was a bit odd but I do prefer this over not being able to replay any scenes at all.
The general combat of the game is interesting since it doesn't use the generic turn based combat, but it also comes with flaws. This specific type of combat changes what is most important in a fight and can cause those not used to it to be overwhelmed. There is thankfully an option to change how the combat works, though the main idea of the combat still remains. The most important stat in this type of combat is speed, as the difference in speed between the player and the enemy can make a fight heavily different. Depending on the difference, the player might get to act multiple times before the enemy or vice versa. This also means that enemy attacks that slow the player down will be your least favorite to deal with while attacks that slow the enemy can be your best friend. It adds a lot of variety to the combat you wouldn't get otherwise, though it isn't perfect and not all games are suited for this style of combat. I would say this game does it alright most of the time. The one problem that comes up in the game's combat is counters. Most enemies in the game have an extremely high chance to counter any attack skills the player uses, with this rate being even higher if said attack is a multi hit one. This results in a large amount of skills being borderline useless, since using it will deplete your TP or MP, deal little or no damage, and let the enemy hit you not during their turn. Combine this with enemies that have speed control attacks and you get a hard to kill enemy that can be somewhat frustrating to deal with if you aren't careful.
Content wise, there was a pretty good amount of variety in terms of scenes and fights. Some scenes outside of combat can give the player various weaknesses if they interact with the scene too much or fail a mini game, which were nice to find around the game. The weaknesses themselves are not very clear on what they do since the status effect you also get can't be viewed and said effect is normally removed at different points such as losing a fight. It would be nice to have a place to view status effects and what they do, as well as see more weaknesses with unique interactions while having them. The tutorial fight being pretty basic was fine, as she gets a much grander fight a bit later. The minions felt overall diverse, having somewhat different move sets and slightly different levels of difficulty. I played with gross content on, so it was a bit odd to see the minions all use these moves as if Malis had taught them these based on the information she gained in the tutorial fight. Tutorial Malis never used any and the protagonist never really reacts to these attacks directly, so it just feels a bit off story/context wise (though I enjoy it despite its reason for being there a bit odd). The lose scene to the final floor minions was nice; however, there isn't an option to skip the scene and it isn't directly told to the player that if they fail the QTE they will get just a game over (the only game over I found). Winning the QTE just results in being teleported out, so there isn't much point to the part to the ending of the loss scene besides story. I ended up doing the loss scene multiple times to see if there was anything the player got out of it and also had a few times I just closed the game since I didn't want to watch an unskippable scene when I would lose unintentionally. It would be cool to see this game over be expanded upon in the future, but I would also recommend adding the option to skip it like there is for the Diana game over.
The second Malis fight was great and felt overall like a stronger version of her previous fight combined with her minions. My only concern with it was that I ended up beating her the first time I fought her before she did her special attack, only getting hit by it on my refight when I wanted to see if she had a loss scene. I don't think the rate needs to be buffed, but it might be good to add a health threshold like some of the other bosses where the move will always occur. Taney was an overall fun fight, though she was one of the last people I fought and it made her not as difficult as she would normally be. Though I opted to lose on purpose the first time I fought her and then was surprised to see her be the only boss to level drain the player when you lose to her. Part of me liked this idea, but I would say it might need to be changed a bit. Losing 5 levels pretty much guarantees the player can't refight her right away, as well as it is quite a harsh loss penalty. Losing a second time results in pretty much the same scene and losing to her in general doesn't seem to actually give her any sort of boost in level/power, so I am overall mixed on the idea of her draining levels both from a story and gameplay perspective. Her special attack in phase one was something I only saw the second time I fought her (similar to Malis), though I really enjoyed the idea for the attack being that it did more or less damage depending on your QTE results. Granted it was also a bit weird that the attack used the same image for the loss scene despite not really feeling like it was done in that way. Winning against her granted a nice fire skill item and her teasing that something would happen if the player used the skill against her. Sadly, all she really does is hit the player with a highish damage counter and the move itself is pretty weak against other bosses(didn't notice any elemental weaknesses implemented yet).
Diana was both my favorite character and least favorite fight. The reason for her being my least favorite fight is mostly just due to the content of her fight (90% boob focused, my personal least favorite content) and one extremely annoying attack. Phase one has her use magic based attacks of varying types, unlike Taney who pretty much only used fire. It was interesting to have a fight be more focused on ranged attacks than the other fights, alongside having a second phase of more close range focus attacks. The problem with this phase is she has an electric attack that has a pretty high chance to inflict a status effect that makes the player slowed to a crawl. This status effect cannot be removed with any method except waiting for it to go away, and she can spam the attack often if she chooses to. This combined with (if I remember right) the only counter that works on an attack I previously never got countered with, and her phase one can sometimes take a while. Phase two, as stated previously, has her swap to more close range attacks like her grab special. She has a move I never could figure out and can heal at low health, but overall its a fine phase two. Her loss scene is interesting story wise since she erases the protagonist's memory and uses some method to turn him into a masochist I think, but this doesn't seem to affect anything yet and doesn't give a weakness like some other scenes.
Sunset was an interesting boss, though I had much less overall interest with her than Malis. She doesn't really get much character development at least from what I could tell, as all the player is told is she is (I think) a rouge NPC that kept beating other players and getting stronger to the point of being uncontrollable. There isn't any prefight dialog with her and during combat she just kinda gives robotic responses that felt a bit odd considering the main point to an AI like Malis was that she became too real and self aware. She definitely feels like a somewhat unfinished enemy at the moment, though it might just be because I couldn't actually do much with her (view bugs section for more on this). The knight as a character also felt pretty off, acting as the sort of "I am number one, something like this is beneath me" type of person, yet he doesn't always act like this and his overall stats aren't actually that great. The only thing the knight had was some skills the protagonist doesn't and a highish level. This didn't really matter much since the knight didn't get any equipment, most of the skills were not useful, and skills in general in the game often don't mean much with counters. Surprisingly, the knight does have the move the player gets from Taney, as well as a much stronger fire move (I am not sure why).
My final thoughts are that this is an overall great first version with a lot of potential for the future. I am really looking forward to how the game will be updated going forward since it is still pretty early on. I hope in the future we can fight some of the characters in different avatars as well as their normal selves (I honestly prefer Diana's normal self compared to her avatar).
Bugs:
The game has a tendency to freeze at different moments with a similar issue I noticed the newest Lost Treasure version has, likely due to a plug-in but also could be just an issue on my end. When the freeze happens while walking around, only the visuals freeze while the game itself doesn't considering opening the menu still makes noise and I can navigate it to save progress without being able to see. This freeze issue didn't happen too often so it might not be an issue.
The main bug I ran into often was that sometimes animations wouldn't properly play, resulting in the game becoming stuck on the first part of the animation/video. I never could really figure out what was causing it since it was different from the other freeze issue and occurred randomly but more often when skipping dialog. As I am writing this (I wrote the bug section first), it appears that the issue does seem to be with skipping dialog (unless this bug is something else). It is likely fixable by delaying the video or changing the specific method used in playing the video; however, I am not sure since I only know of methods for Unity and not RPGMaker.
The Sunset (I believe that was her name) boss fight seemed to be extremely buggy in a lot of ways. Talking to the knight about helping with the fight I believe mentioned some sort of test, but then teleports the player twice to I believe skip the test (might be since the test isn't finished or I might be entirely wrong). The fight itself versus Sunset would often break due to various reasons. One time Sunset did an action right as the knight was about to do an action, resulting in his gauge going over 100% and making him (and for some reason Sunset) unable to act. Multiple times the video for the special move would freeze due to me failing the QTE too fast. Both winning and losing against Sunset resulted in me getting an error, so I couldn't progress past her.
There is a debug NPC on the first floor of the company the protagonist works for, allowing the player to change the version of the lobby they are in to different versions.
Walking into some interactable objects at the company allowed the player to instead walk through those objects and clip out of bounds (such as the bookcase).
There was I believe a loading zone marker (or whatever you would call the red triangle that signifies moving to another room) out of bounds in the main lobby of virtual reality.
Beating the first version of Malis (I forget her name, but I think it was this) seems to give both the exp you would get from winning and from losing to her, making her really good for experience farming. The item machine also still works even after beating her, so you can also farm items with exp easily.
Might be due to some combination of settings, but for some reason when picking the normal attack option there is always a chance for the digitalized fist (I think was the name) skill to immediately afterwards also be used. It wouldn't require any charge up time, consume the TP needed for the attack, and happened at random. Sometimes it would happen multiple times in a row (as in every basic attack every turn), sometimes more sporadically, while other times it would happen once or twice in a given fight. This secondary attack also never activated any counters that I remember, despite the normal version of the skill still being able to be countered.