Okay, here is the thing.
The graphics are ok (standart Koikatsu), albeit you could have done with a way better models. But thats a minor gripe.
Main problem lies with story pacing.
For example, you have several days at the start that are simply empty. With scripted events being somewhere way after them, forcing players to search for something that isnt there to trigger at least some changes.
Then you have option to buy another slave, but no hints as to how you will earn money to pay for her. And there is cute little ZERO cash flying in the corner of your screen since day one and for almoust two weeks, making you belive that you either missed something, or the event that allows you to earn money is bugged. Cause in the world that empty, at the start of the game, there should at least be some kind of grind... right?
In the end you have to return to the site where you downloaded it, not because you want to skip some puzzle or anything, but because you got lost in what seemed like a simplistic game design.
In short, either make an ingame walktrough/journal, shorten the waiting between events, or, preferably do both.
The graphics are ok (standart Koikatsu), albeit you could have done with a way better models. But thats a minor gripe.
Main problem lies with story pacing.
For example, you have several days at the start that are simply empty. With scripted events being somewhere way after them, forcing players to search for something that isnt there to trigger at least some changes.
Then you have option to buy another slave, but no hints as to how you will earn money to pay for her. And there is cute little ZERO cash flying in the corner of your screen since day one and for almoust two weeks, making you belive that you either missed something, or the event that allows you to earn money is bugged. Cause in the world that empty, at the start of the game, there should at least be some kind of grind... right?
In the end you have to return to the site where you downloaded it, not because you want to skip some puzzle or anything, but because you got lost in what seemed like a simplistic game design.
In short, either make an ingame walktrough/journal, shorten the waiting between events, or, preferably do both.