This is a wonderful game with the classic case of a talented writer lacking an editor to explain that more can be said with less. Much of the game's dialogue (the deciding factor in how long it will take you to beat the game and it's sparse dozen fights) is entirely too wordy, even within the realm of smut. It's very easy to understand what is happening by reading the colored text (character dialogue) and skimming the white text (action descriptions.) Much of what is described is overly detailed and unnecessary to anyone possessing an average imagination.
On the gameplay side, it falls into the category of "defeat simulator" if you are lewd scene inclined, and fairly average turn-based RPG if you are gameplay inclined.
On the lewd side, the loss scenes suite the over-written text, are generally creative and well thought out.
The main character is relatively endearing. The developer goes for a narratively deep cut of emerging intelligence of a machine that is "property", though the short run times results in this narrative developing too quickly. For the developer experience and the nature of the game, I think they handle it as well as they could have. Some narratives require a longer experience than an author is able to give them, but telling a story at all is more important than being able to do that story justice.
There's a lot of optional lore in the game. It's fairly interesting and I hope the developer continues expanding upon it with their future games. They definitely have a lot of potential as a storyteller, but just need to be reigned in to prevent the lexical Miura-effect of overly detailing tree roots.
Overall, this one of the better games on this site. I am someone who is much more interested in the blending of lewd scenes into gameplay elements. Even if this game has every lewd scene tied into defeat except one (excluding ending scenes), considering you unlock these scenes upon defeating your enemy and have the ability to view them in order to restore your "focus" stat, it achieves a greater level of ludonarrative synchronicity than its peers.
Crank the difficulty, skim general text sections, enjoy the well-written loss scenes and decent turn-based combat, and you shouldn't be disappointed.
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For a more in-depth look at gameplay, well it's incredibly easy. Initially, I set the difficulty to Hard, level cap to Strict, halved the encounter rate and doubled the exp/money multipliers. This offered an experience that initially required caution, requiring short stints from your saferoom and occasional use of consumables, without being overwhelmed by monsters. I had to set the exp/money multipliers to 0 after finally encountering that "strict" level cap (which was at 6 out of 8 total, though there was probably one at 4 I missed) and blew passed it to gain enough experience for more than 3 levels. Personally, I would recommend setting both exp and money to 50%, if not 25%, if you are the type to try and accomplish all side objectives. At 50% encounter rate, this will keep encounters pretty regular while giving you enough XP to put up a fighting chance against the things you come across. And even then, grinding even just a little bit (especially if you craft the crafted weapon) you'll be more powerful than you need to be to take on anything in the game. Any build should work, even more "dialogue" focused builds (though there's not enough interactions/length to the game to warrant such a thing.)
On the gameplay side, it falls into the category of "defeat simulator" if you are lewd scene inclined, and fairly average turn-based RPG if you are gameplay inclined.
On the lewd side, the loss scenes suite the over-written text, are generally creative and well thought out.
The main character is relatively endearing. The developer goes for a narratively deep cut of emerging intelligence of a machine that is "property", though the short run times results in this narrative developing too quickly. For the developer experience and the nature of the game, I think they handle it as well as they could have. Some narratives require a longer experience than an author is able to give them, but telling a story at all is more important than being able to do that story justice.
There's a lot of optional lore in the game. It's fairly interesting and I hope the developer continues expanding upon it with their future games. They definitely have a lot of potential as a storyteller, but just need to be reigned in to prevent the lexical Miura-effect of overly detailing tree roots.
Overall, this one of the better games on this site. I am someone who is much more interested in the blending of lewd scenes into gameplay elements. Even if this game has every lewd scene tied into defeat except one (excluding ending scenes), considering you unlock these scenes upon defeating your enemy and have the ability to view them in order to restore your "focus" stat, it achieves a greater level of ludonarrative synchronicity than its peers.
Crank the difficulty, skim general text sections, enjoy the well-written loss scenes and decent turn-based combat, and you shouldn't be disappointed.
----------------
For a more in-depth look at gameplay, well it's incredibly easy. Initially, I set the difficulty to Hard, level cap to Strict, halved the encounter rate and doubled the exp/money multipliers. This offered an experience that initially required caution, requiring short stints from your saferoom and occasional use of consumables, without being overwhelmed by monsters. I had to set the exp/money multipliers to 0 after finally encountering that "strict" level cap (which was at 6 out of 8 total, though there was probably one at 4 I missed) and blew passed it to gain enough experience for more than 3 levels. Personally, I would recommend setting both exp and money to 50%, if not 25%, if you are the type to try and accomplish all side objectives. At 50% encounter rate, this will keep encounters pretty regular while giving you enough XP to put up a fighting chance against the things you come across. And even then, grinding even just a little bit (especially if you craft the crafted weapon) you'll be more powerful than you need to be to take on anything in the game. Any build should work, even more "dialogue" focused builds (though there's not enough interactions/length to the game to warrant such a thing.)