Review for Girls Next Door v8:
This update seemed weird. Just a few short events with minimal story progression. It's been so long since I played that I forgot most of the story, and the events didn't to a lot to help jar my memory. I guess it's a downside of this event-only play system.
[Edit] Now I'm reading that there's a bug that prevents players from accessing a bunch of content in this release. I'm not going back to play it again. The game just isn't THAT good. If the dev doesn't care enough, then neither do I.
Previous review is for v6 v7
I just saw this game for the first time at v6 and I'm glad I found it. It's a decent game with good visuals. There's nothing really unique about the art and the story, but it does have some unique gameplay.
Story: Average. The story's basis is cliché. You've got a rather dumb and naive MC that's growing up, the hot MILF mother with huge breasts, one mean older sister, one nice younger sister, and a hot oversexed MILF aunt who sells sex toys and lingerie. This game adds a cute, mischievous, and somewhat slutty cousin to the mix, but other than that, there's not really much else to the story, yet.
Visuals: Very good. Models are very good. Renders are excellent. Animations are poor where most of them are fake with two renders that fade between each other.
Content: Very good. There's a lot of interaction and scenes that come together really well and are hot. There wasn't any explicit lewd content until v6 and there's more in v7, so it's getting better. Given the game is 1 year old and on its 6th update, it's progressing fairly normally. It might be slower than average, but I wouldn't call it an excessively slow burn. Still, the v7 update seemed small for taking twice as long as the average for previous updates.
Writing: Above average. It's a typical adult VN with far too many spelling and grammar mistakes, but it's better than most.
Gameplay: Average. The gameplay is a mixed bag.
The good gameplay. I was worried when I started seeing all of the tutorial info (tips) when I started playing, but the gameplay is trivial. I've never seen a game like this but what it does is take all of the shittiness out of the typical garbage sandbox and replace it with just what's necessary to play the game. No grind, just story-driven events. However, you then have to wonder why it's not just setup as a normal visual novel. The only thing this interface does over a VN is allow the player to change the order of some events. Maybe some additional reasons for this type of gameplay will be more evident as the game matures.
The "meh" gameplay: There's an in-game event tree that shows the player which path was taken through an event. I haven't figured out exactly the reason for it, but it seems like it allows players to go back and replay events and potentially take different paths. I only used it once in v7 and it was helpful because I couldn't get one event to trigger so I replayed the previous event (from v6) only to find out I had to continue advancing time to Saturday to get the event to trigger. It seems like the tree allows you to replay events and paths without using save-games, but I'm not sure. The event tree feature seems to have been re-worked between v6 and v7 and maybe there's some new tutorial information that I haven't seen. Also, the traits screen is just a big head-scratcher. There appears to be some reasoning behind the organization of the screen, but it's anyone's guess as to what that is.
The downside of gameplay: The big turnoff of this game is the laggy transitions and lack of skip feature. I literally hate it when clicking doesn't result in an instantaneous response. Instead, every time the game changes renders the old render fades out and the new render fades in. This is where the developer has lost touch with players. The existence of the character traits and the event tree are proof that this game was designed for players to replay the game and/or go back and try different things, but that requires players to repeat a lot of things. Nobody wants to do the exact same thing multiple times and have it take any longer than necessary. Players need to be able to turn off the fade in/out transitions and there needs to be a feature to skip things the player has already seen. Another downside is feedback of the player's decisions. If the player makes a choice, there's usually no way to tell how it will affect (or did affect) gameplay and frequently, the choices are worded so that any potential effect is not obvious. Maybe this is intentional to put some guesswork into gameplay or maybe it's just the result of bad translation, but either way, it's not very fun.