STORY
It's not exactly breaking the mold for the genre or medium, but it does its job. The characters are simple, but thanks to the game never being long in the tooth it never feels like the game is wasting your time with dialogue. In fact this game goes the route I tend to prefer, which is featuring shorter conversations with frequent dialogue options.
A lot of these adult games resort to things I find repulsive to get to sex scenes, and this game mostly avoided those pitfalls. No blackmail, no "sleep creep," no mind control, this game already has a leg up over a lot of the competition in my book. The main character still does some pretty shitty things with the sister character, but the somewhat "cartoony" writing of the game in general softens that a bit.
The progression through the story of the two main ladies is a bit samey though. Their personalities and the specifics of what happens is always different, but the similarity between the sex acts that occur at each hearts level are so similar that it can feel repetitive, especially if you are keeping them both around the same level.
GAMEPLAY
Mixing adventure game elements with dating sims can go really poorly, and I wouldn't say that happens here. It's not ideal design by any means, but it's fine.
There's a pretty clean split between the story and top down adventure game focus in the home and the stat grinding and shopping focused town. The home is definitely where you'll find the more interesting half of the game, and not just because it's where almost all the sex is happening. Every step of the way through the two main heroines stories there are several new conversations, so as long as your RNG luck is good you won't have to see the same dialogues too many times. The format of grinding for the next heart leading to the next puzzle and sex scene is bit artificial feeling, but at least it isn't super ambiguous.
The game is a bit grindy, but I think it would be more manageable if that grind were handled through a menu of options rather than navigating around the town. You lose some of the sense that there is a town out there if you do that, but if that town is going to be so simple anyway there really isn't good reason to make people navigate it so often. Still, at least the town only takes up one screen. I've seen plenty of RPGM games that force you to walk across a great many screens just to accomplish one small, boring, repeatable task, with multiple tasks possible per day.
The game seems pretty well balanced. I played through twice. I was going for what I would learn later was the best ending, and I only needed to be a bit more efficient the second time in order to reach that point. I'm no min-maxing
My biggest gripe is that you can get stuck in the pushblock puzzle, and if you haven't bought the teleport item you are softlocked. Devs out there, please make sure that you can't softlock yourself. If you know its possible just give the player a teleport item or a room reset button from a menu, don't force people to reset the game because you messed up in the design phase.
PRESENTATION
Games that use DAZ assets aren't my cup of tea these days, but for some reason I found it charming in this game. The character designs, lighting, and animation were unrealistic in a way that I prefer to the real doll looking ghouls of most DAZ games. The approach of overlaying animations over the RPGM map you're on makes it harder to set these scenes in the locations they are meant to occur, but I still prefer the approach seen here to the long, repetitive, unskippable scenes you find elsewhere.
Normally I think the idea of making your map sprites using the same art style used with the cutscenes and portraits a bad idea for RPGM, but it worked 50/50 here I think. Some of the sprites are pretty awkward, especially when the characters are looking left or right, but things look better when the sprites are used for more specific poses, such as when characters are sitting or lying down on the map. The tilesets meanwhile are functional. They do their job.
I can only recall one music track used in this game. That means none of it annoyed me, which is really all I ask for out of small productions in this genre.
CONCLUSION
This game doesn't overpromise, and it doesn't overstay its welcome. It's far from the most lavish production, but it does enough well that I found it enjoyable.