TLDR: A fully debugged game and updated renders/aesthetics, including MC penis that is of average size or better and matching skin tone to the rest of him (or at least not gray) would make this arguably the hottest, best game ever.
The renders and the animations are less than mid and a bit on the short side for such games. Users have had to post their own debugs for easily fixable things like typos in the code. There is no Walkthrough anywhere which wouldn't be such a problem of the game did a better job explaining itself and/or had a more intuitive UI.
But the scenarios and game design, especially the pacing, are far superior to most games.
Notice I say "design." The game has several really well thought out components, for the relationships, the camp renovations, and even though I mostly hate mini games, the have one that actually has a bit of nuance and strategy to it.
And like I say, the pacing was surprisingly good. There isn't an unreasonable amount of grind to get to erotic parts and the game isn't just a series sexual encounters barely strung together. Its just really even and stead flow of everything together as game possibilities and the cast of characters expands.
Dialogue doesn't weigh it down and there is even much more valid and successful attempts at humor and banter compared to most games. Also, perhaps ironically given the code, I have only encountered one typo and no mistranslations, which is refreshing for me as I find such things jarring and immersion breaking.
The actual implementation of the game though is very rough. Bugs run from game-breaking ones for central plot line events to simple nonfuction. The non-functioning ones are almost worse. Like, you have a mechanic to repair a building. Except the greenhouse has no option to repair. You follow hints like by seeds and hire a gardener and the greenhouse still never becomes active. So you are left with no clue if you are doing something wrong or green house is simply another thing that is broken. Or the location identifier so you can never find the character you are looking for.
But it's such a great game otherwise that this is the game I most fully hope for a comprehensive art/animation rework and debug as these are critical flaws with an otherwise near perfect game.
Maybe one other thing to make this game perfect would be to make the quests mandatory sequential with next step explicitly. Especially with such an all over the place UI and no walkthrough it is hard know what to do next and avoid skipping things you won't be able to back for. i.e. I went to the mess hall so many times for to talk to Lucy and still somehow missed her first scene at the mess hall. Zero clue how to fix and the only clue is visit her at the mess hall. This would also help with keeping things ordered. As is many things happen disjointedly. For example getting a tutorial on some aspect long after you have already been doing it.
Edit: Oh yeah. One other thing that is pretty frustrating is conversational links are limited to something like 4. So like in any RPG where a character has several things they could tell you about 3-4 passes a time period such as morning. Pretty frustrating when time is such a valued commodity in the game format Better if you could at least exhaust all the topics with one person before it takes up a time period. Similarly a better system for changing workers jobs. Given approaching a worker can trigger a scene and advance a time period it can take multiple game days to get around to having a normal interaction with everyone during which you can change their job or give them a command.
The renders and the animations are less than mid and a bit on the short side for such games. Users have had to post their own debugs for easily fixable things like typos in the code. There is no Walkthrough anywhere which wouldn't be such a problem of the game did a better job explaining itself and/or had a more intuitive UI.
But the scenarios and game design, especially the pacing, are far superior to most games.
Notice I say "design." The game has several really well thought out components, for the relationships, the camp renovations, and even though I mostly hate mini games, the have one that actually has a bit of nuance and strategy to it.
And like I say, the pacing was surprisingly good. There isn't an unreasonable amount of grind to get to erotic parts and the game isn't just a series sexual encounters barely strung together. Its just really even and stead flow of everything together as game possibilities and the cast of characters expands.
Dialogue doesn't weigh it down and there is even much more valid and successful attempts at humor and banter compared to most games. Also, perhaps ironically given the code, I have only encountered one typo and no mistranslations, which is refreshing for me as I find such things jarring and immersion breaking.
The actual implementation of the game though is very rough. Bugs run from game-breaking ones for central plot line events to simple nonfuction. The non-functioning ones are almost worse. Like, you have a mechanic to repair a building. Except the greenhouse has no option to repair. You follow hints like by seeds and hire a gardener and the greenhouse still never becomes active. So you are left with no clue if you are doing something wrong or green house is simply another thing that is broken. Or the location identifier so you can never find the character you are looking for.
But it's such a great game otherwise that this is the game I most fully hope for a comprehensive art/animation rework and debug as these are critical flaws with an otherwise near perfect game.
Maybe one other thing to make this game perfect would be to make the quests mandatory sequential with next step explicitly. Especially with such an all over the place UI and no walkthrough it is hard know what to do next and avoid skipping things you won't be able to back for. i.e. I went to the mess hall so many times for to talk to Lucy and still somehow missed her first scene at the mess hall. Zero clue how to fix and the only clue is visit her at the mess hall. This would also help with keeping things ordered. As is many things happen disjointedly. For example getting a tutorial on some aspect long after you have already been doing it.
Edit: Oh yeah. One other thing that is pretty frustrating is conversational links are limited to something like 4. So like in any RPG where a character has several things they could tell you about 3-4 passes a time period such as morning. Pretty frustrating when time is such a valued commodity in the game format Better if you could at least exhaust all the topics with one person before it takes up a time period. Similarly a better system for changing workers jobs. Given approaching a worker can trigger a scene and advance a time period it can take multiple game days to get around to having a normal interaction with everyone during which you can change their job or give them a command.