If you've played the rest you know what you're in for.
8 animated sequences. ~16 total animated scenes, and 8 cumshot stills. About 2 hours of "gameplay" on the dot.
It has the same mechanics shortcomings as many of the games he's made with the rock paper scissors pre programmed "combat" but several noticeable improvements over the last titles.
The Good
The motion comic elements and "camerawork" for the introduction and the dedicated composite drawings for key scenes are all very high quality. Some are reused (muscle roshi magicalgirl transformation) but always with an additional element added. This is a visual/technical improvement over past games which were more conventional with their VN format and rarer still drawings.
The writing is clever and doesn't overstay it's welcome. It reads well in english. Satirical, but with a good "feel" considering the source material.
The sandbox exploration/gameplay is passible, good even. The content is intended to be approached nonlinearly and for the most part it succeeds in that. You find prerequisite items organically through exploration. The collectathon for magazines and dragonballs works fine.
The sex scene interface is good in principle and an improvement over past games. How every game should make it. You can toggle off most of the GUI, you can drag the camera to the framing, you can zoom how you like with scrollwheel or GUI, and it has speed controls that change the moan track. Each scene has 2-5 loops and a cumshot/aftermath CG.
The Bad
As noted, the dates without locations is moderately annoying, but more so that the interface does not remember what year you are currently in. It's an ok concept (hopefully continued in the 3rd teased game) but needs some additional polish.
The fish/instakill enemies are ok in premise, but at it's core it's just yet another pattern/memorization padding mechanic like the rock paper scissors fights so largely unengaging.
The choice to make you always respawn first in heaven, then at Kame house is also simply padding and adds an extra ~10 seconds of transitions repeating an action after death. The game would be 10-20 minutes shorter, and better, without it by spawning at a save point like past games.
The CG zoom is too cropped at it's lowest magnification and the zoom range is largely unusable. Same system, but being able to pull the "camera" back another 25-50% would fix it.
The dragonball macguffin only warns you once if you're near a dragonball, then never again even if you don't find it. GG if you forget which level the 7th is left on. Worse really, the reward isn't worth the effort; the sketch gallery are not sketches of unused scenes, just scenes you've already played as animation.
Programmers quibble and very annoying. If you start a new game it deletes your gallery and collectible save, then bricks the game until relaunch if you play a new game with the phantom of the old save variables being read by the autosave.
There are some soft locks, but these are all fixable by relaunching the game.
Conclusions
The game is probably a 3.5/5 and worth the play, but as part of the collection of all this creators games. If you're going into it blind you probably won't put up with it. All the games he's made are "ok" to great, but typically have one or two fatal flaws. Like sudden death rock paper scissors.
The best content he's made has been environmental puzzle games that utilize his sprite set. This exact game, with it's exact sandbox exploration playloop, but with "finder" and puzzle mechanics would be markedly superior. 5/5 compared to what is here. Something he's shown himself capable of making via the Bulma games built out of the same engine/assets.
Besides that, it's on par or better than past titles of "Kame Paradise" and his other Roshi framed games. Excellent animation, better than ever before, but hamstrung by mechanic choices the creator refuses to replace with something skill based or the successful puzzle mechanics like he's employed in other titles to great effect.