I fail to comprehend the need of Unreal Engine for this game. 3d village visually adds pretty much nothing with this blocky style of models being in a horrible, striking dissonance with the character and scene renders (same reason 3dcg doesnt mesh well with RPGM environment stylistically), and gameplay-wise it serves as nothing more than time padding struggling to create an illusion of substance for the interaction that sums itself up as "walk to XYZ" Ren'Py movement choice.
Scenes themselves are well and fine, posing for the renders isnt the regular /weg/ blocky choppy "i move hand into peenuus" awkward positioning so many authors out there deem a quality work worth paying money for. Character design is, well, generic, to be frank. Not bad, per se, but nothing I would find my mind suddenly wondering to sitting on a toilet a week from now.
Now I just said that scenes themselves are well and fine, right? Well, the scenes are well and fine for an environment that usually deals with still imagery. They would be well and fine in an RPGM game (to a degree). They would be well and fine in Ren'Py. In HTML. Moon goddess forgive me, they would be well and fine in QSP. Here, however, the player experiences an abrupt shift from a moving, fluid 3d to a bunch of still jpegs occasionally sprinkled with a tiny bit of gif animation whenever an event pops up.
Game seems to imply it wants to have some sort of combat later down the line. This seems like a horrible idea, serving no other purpose but only further deepening the dissonance between the gameplay loop and the way all the events in the game are represented. It's probably not the nicest thing to say after the effort of moving on to UE4 has been made, but it feels like a waste of an engine. Expecting a change to yet another, different engine at this point is probably unrealistic (hehe, got it?), but after fairly enjoying the scenes and finding myself in contrast bored to death with everything in between, I just felt the need to voice my opinion.