It's not the longest VN I've ever played, but the story is good. Pretty much par for the course with SuperWriter. There are a few points where the story strains credulity, but it's not so much to take away a star for. Other games can be far worse at this, so the dev definitely earns a W.
I am curious about one thing, I've noticed it in a couple of scenes and it's nagging at me: Why does the MC have a gemstone--either diamond or zirconia--stud earring? He's been an indentured servant for 20 of his 25 years, surely he isn't getting one on his own fully aware the baron might not appreciate that look on his servant. Additionally, I can't imagine the baron thought, "You know, I think my servant would look better with an earring. Guard, pierce the lad's ear."
The graphics are pretty standard faire for SuperWriter's games. No complaints.
The animations I've seen thus far have been smooth and of a good quality.
I also appreciate SW giving multiple angles for all of the animated scenes. Not a fan of the menu interface for changing angles in those scenes, however. When switching angles, optimally, the menu buttons would be hidden for at least one click so the user can watch the scene play; a click later would return you to the menu to choose a new angle or finish the scene. Unfortunately, most of the animated scenes do not do this. Hitting a button changes the angle, but the menu buttons never disappear and they take up a lot of screen real estate while hiding the scene in the background.
Music is there. It isn't the same track on repeat, though it's also not a jukebox so it isn't shuffling. Music is specific to where you are in the game's script. I don't have any issue with any of the music included, so... good.
The modified interface is a nice touch, but the eye-scorching sunshine yellow gets pretty awful to look at after a while. I'm pretty save-happy, and I love saving the game at decisions... so naturally, I look at the UI more often than most. I get it, you have a theme... but that UI? Suboptimal colorway.
There is a built-in walkthrough, but access requires either a code issued to patrons or requires the user to find a way to set the appropriate variable to "true". A mod will do the trick if you're in a pinch. Don't expect you'll just go scanning the script for the unlock code, the only thing you'll find is a checksum value. Better to just flip the value for the variable that activates the walkthrough. After all, why lockpick the ignition when you can just hotwire the car?
To this point, I'm giving this five stars. That may change as I proceed. I'll update this either as I move along (if I find anything particularly egregious) or after I reach the end.