I'm not so sure, Rick. I don't think this is it.
I've been wanting more from this circle for a while now, and while I don't allow my own expectations to create hype for myself, I can't say that I'm enjoying Ona-sapo.
Apple_Rooftop always had a thing for weird character designs, but they were usually good at balancing them with enough straightforward or even standard fantasy ones to reduce the tonal shock. That's why I knew things were gonna get rough when the first area was Candyland, and all the succubi were themed around food. Or rather, they were food. I'm talking one that has a piping bag for a penis, and another had a strawberry. Not strawberry-textured penis; no, she had a strawberry.
The gameplay feels like a step backward from Monmusu school. In that one, you could see where the enemies are, so you could plan ahead. You could also choose to avoid fights in the overworld, even if eluding enemies wasn't always easy, rather than only with the Escape option in a fight. Here, you advance through a dungeon that is a single corridor by picking the 'advance' option and get random events.
The frequency of random events is absurd. If you go 4 steps without getting one, you are a living unicorn. Considering that the event could be a fight or anything else, buffing yourself at any point of the corridor is a crapshoot because your buffs expire in real time.
Speaking of which, this game's dungeons run on a real world timer. This timer is tied to a hunger meter that constantly ticks down. Food can only be found in the dungeons, since you can't have any food in the main hub itself, nor bring any food with you to the levels. A good idea in theory, but not when this timer is always ticking down, even if you are doing nothing or during your own attack commands.
Combat also runs on a timer now. The enemy attacks run through 8 beats and deal damage once those are over. However, the damage feels random compared to the intensity of the beats. And once your action bar fills up, you can choose what to do; but the game won't stop while you navigate the clunky RPG Maker menus! So you better be quick, remember where everything is, and don't fat finger anything! (Oh yeah, and characters as early as the first dungeon get to buff themselves or debuff you for free, mechanic that usually has tremendous impact in this circle's games. Buffing or debuffing was normally reserved for mid-game enemies at the earliest.)
Lastly, the lewd aspect feels lacking. Most enemies have three loops of similar foreplay actions, and then two vaginal and one anal variations for intercourse, with slow and fast speeds for each. While I don't expect the pinnacle of animation, watching the fast speed loops makes me think I'm going to have a seizure, and I don't suffer from those, a far cry from what the studio delivered in previous games.
The final nail in the coffin comes from randomising your own attack animations. You only get two, picked at random when you press attack. If you'll have a battlefuck system, give the player agency. Let them explore and exploit their preferences as much as possible.
I don't think that this is a terrible game. The characters are still charming, the game starts almost instantly after a generic cutscene (that makes it obvious the circle liked Tears of the Kingdom,) and there is plenty of content if you like the offering. I just think Monmusu School is a lot better.
TL;DR: While there's some enjoyment to be had from this game, you'll often find yourself working against it rather than with it. If this is your first game from this circle, I recommend you check their other offerings.