Having played a much earlier version of this game I was enamoured and very excited for more content to be released. So much so, I even supported it on patreon. As I wanted a good amount of new content to chew on, I waited a while and just yesterday finally caved. Sadly, back when I first played there were a few issues and it seems they've only leaned into these.
Haremon is a game of both incredibly smart design choices and ridiculously frustrating ones. The game is an absolute time-sink firstly; not in a good way, with the encounter system being the predominant culprit. There's some great ideas present here, with moves that increase "pleasure" of opponents and then upon hitting a monsters threshold allowing you to use manipulation abilities. There's more generic yet still interesting and flavourful rpg mechanics for abilities. Unfortunately the method to which you use the "manipulation" abilities (and if you want to get anywhere, you have to) is so laboriously slow and rng dependant initially that it's not unreasonable to believe most players will never even play long enough to use it. Mix with this that the combat abilities for some reason have varied QTE's, while it's hilarious you can get a "perfect miss" it's only because it's so counter-intuitive.
The devs are clearly holding back on releasing their favourite monstergirl; dice-chan. The giant, unbridled erection these lads have for rng is quite astonishing to witness. There's very few options in the game that aren't taken out of player's hands. While this isn't a total negative on all fronts, it gets discouraging and feels without warrant in the vast majority of cases.
Where the game shines is the art and writing, though even with the latter there's again a forced timer to either the most innocuous or poignant queries/responses the game gives you. They're also varied in length, resulting in sometimes having to speed read and hope you get the gist then buckle up for 50/50 get punished or rewarded.
The character sprites are incredibly charismatic though maybe a little familiar to one another. They've done wonders having such subtle yet deviously clever animations to hit a sweet spot between emotive responses and efficiency to craft the scenes. Every characters dialogue feels very tailor made while they're brazenly tropes at the introduction, some of them become much more than that. The MC is your typical faceless moron, with responses really narrowed-down to over-sharing doormat or sociopath who's an asshole for kicks. At least you get a choice.
Had I reviewed the game on my first playthrough (something like version 0.11) I would of given a 4/5, but it feels like it's gone such a clunky, awkward direction. It's hard to justify spending so long to get to a point where you can actually start playing the game in a "fun?" manner. Even once you get past the first few ventures; still you have to put up with rng at every turn and encounters that you get used to so fast it'll send you to sleep, yet they'll force you awake with QTE's, which only has the purpose to annoy I can assume. The inventory system is also a nightmare, but there's a lot to the game and you could write a couple pages about each one. Really it's just frustrating to see so much potential be mired by obstinate adherence to some design philosophy that simply doesn't enhance the game and therefore only detracts. 2/5 is maybe a tad unfair, but I really think only a specific kind of player will enjoy this game and that's if they can get past the appalling first chapter.
tl;dr: Dice-chan will fuck you hard, just not in the way you want. Mixture of greatness and failures.