[v0.94]
To get the minor stuff out of the way before the big complaint that dictated the score, I'll quickly mention what major elements someone might look for or look to avoid:
Their spin on the fantasy genre is a definite take-it or leave-it niche. You're a princess who wants to be queen when her father dies, and the princess of a rival nation is your political pawn and slave. Half the major decisions in the game are thinly veiled scenarios from modern-day real-life converted to ye olde fantasy setting. The two conflicting advisors are easy to spot parallels to certain parties that are, in fact, what your first guess would be. Enjoyable if you feed on that stuff, probably unbearable if you hate politics, but that's the nature of the genre, not this specific game.
It's a radiant system. You're managing stats and time to optimize your options and outcomes through long-term story decisions and short-term scheduling decisions.
The art has gone from a little jarring to passable. You can spot the really earliest batch pictures from the rest because the drawn vulvas have a really odd clam shape to them, but that issue does seem to have gone away in the newer pictures. Every lewd event does have multiple unique images, but non-lewd events are (to my knowledge) always just with the sprites.
There's a lot of reading to be done if you want to follow the story seamlessly, and some scenes seem to have a "no moron left behind" policy; Key concepts tend to get reiterated ad nauseam to make sure nothing important is left with subtly or kept with brevity (but if you read some of the complaints in the reviews, you'll be tempted to think that might be a product of the dev playing to their audience...)
Now onto where the game really lost me recently, and the only person left willing to read this far is probably the dev themself who may or may not just opt to ignore or use the easy deflect to the complaint.
I know the easy answer to any complaint that involves things feeling empty is, "this will be fixed when there's more content. This is not the intended final release state of the game", but what I'm noting is without a doubt an unforced error on the scoresheet.
The newest updates have done wonderfully in terms of content when it's finally reached and presented. It's a little worrying that it's had playtime artificially inflated some, repeated scenes not being skippable and have 3 different cutscenes with 3 days between each of them to reach a single point of player input on the plot. The days feel grind-heavy after the orc invasion. The strategy will always be to shore up your low numbers when possible to make up for your most recent hit or to be ready for the unknown of the next one, so once you've seen every scene you're interested in, the blank days to just train/task are mindlessly pumping up your lowest number and making sure not to drop the elf to 0 hp or sanity.
In my opinion, the day to day radiant gameplay would really benefit from either:
Having more to consider with choices added difficulty that will in some way make the beginning and end of the day not an entirely player-scriptable affair; such as day cooldowns, a margin for error with bonus and penalties, punishment for repeating the same thing multiple days in a row, schedule restraints (i.e., she can only do x job on even days) or even just genuinely randomly spawned unexpected one-day opportunities that come at a higher unexpected cost for an exponentially suited payoff. Then add a prompt to instantly skip a scene you've seen at the start of the event call.
OR
Add in something along the lines of a scheduling system as an alternative to making the entire circuit every day, so the player can plan out all 3 days at once using previously completed events/decisions in as few button presses as possible, followed by a very brief summary of each day with as little as a sentence per event. The event triggers are already baked in RPGM to be called multiple triggers.
OR
Up the stat reward and cost (other than energy) of every free day decision for now and cut down on the number of free days between story events until the previously mentioned easy answer "this will be fixed when there's more etc. etc., not final version etc." come to fruition.
The repetition feels too linear for no future benefit and only the swinging threat of falling behind objectives looming over the poor player who otherwise would be spam clicking the bed to progress. No matter the roadmap, the temporary fix would not require any system or scene overhaul. That's the only major complaint I have. Otherwise, keep up the good work; your game has really brought something unique and enjoyable to the table in my eyes. I love the game, love the newer art, and love the general concept.