Haven't played this one in a while for a few reasons, some of which is not a reflection on its quality, but rather of the entire RPGM format. Not sure this is even the place to put this, in that context.
No in-game map system. There are often several to many characters who have a home in the game or a common location they frequent. A game sometimes assumes you=MC and therefore
of course you know where they live/work, you're their friend and live in the game universe, right? In such a case, this can be helped by a quest description from the developer, like for this one, finding the MC's childhood friend's apt building. Her's is across the street, but say a location is two maps away, among nondescript buildings, with no signs, and it's been two months since the last time you played? Are you really going to remember where it is? And forget about it if there is a time-forwarding system every time you change maps: save, hunt down the right building, then 'quit' the session to return to the main menu and the loading feature. Sometimes there are walkthroughs with maps and they can help, but I've yet to see "This is NPC's house" or "Business Name" in any I've come across. (EDIT: Just perused ballzak's latest WT, very impressive work.) It's nearly gotten to the point where I'm prepared to say 'you know what, fuck this and NPC's house I can't find' and play something else. (Just reminded now of P&P rpgs; are we going to have to break out the graph paper and start sketching a map with notations?)
No way to return to unique events, like the redhead sister's first buttjob. Great animation which I'm sure a lot of time and effort was put into, but there's no way to revisit it, unless there's an events system like in NLT Media's
Visiting Aunt Sara, or Dede Kusto's
Gates: The Opening. So unless you can burn it into your memory or use an external program like Bandicam (which cannot directly interact with RPGM because it's neither DirectX or OpenGL), you'll never see it again unless you play the game over again, or go back to an old save. Which brings me to another issue:
Extremely limited save functionality. Usually you'll get ten save slots, or a mind blowing
20 save slots. Now that's fine(?) for a normal RPG game, or if there are 15-18 different sex scenes in total in a porn RPG, but let's be honest: there are way more than that in a decent long play porn game, especially with several characters. You might be lucky to have an old save so you can go back to replay it, but no, you had to write over that save, and many others, to keep advancing and make sure you didn't fuck yourself over (pun partially not intended) by making a crucial save with the wrong/undesired choices. Oh, and if you wanted to revisit old scenes and try a different story path should one be available? Yeah, you're pretty much fucked up the creek without a paddle. Or a boat, really.
I suppose it can be said that Unity shares some of these concerns, and that I love Ren'Py because usually (unlike say,
Dual Family :evilupset
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
there are unlimited saves; solve issue three and you solve issue two. Of course, neither of these are an RPG style system.
Sorry to dump all of this here. Again, it's not a reflection of Beggar's work or what he's accomplished (which is A LOT, holy crap). It's the game engine I have issue with, and I very well may play this again when it's done.