To be fair I feel the game holds out more or less okay until the last third of the game (everything past Eric's return is where I feel the bugs just get out of control). To me it is a shame that EvaKiss never gave a final polish to the game just to fix the remaining bugs and block routes the game didn't have assets for (i.e dad route while being a bimbo), but I feel that happens with a lot of devs on their first "big game" and they just feel eager to move on and do better in their next project.Don't want to beat a dead horse, but I'm fresh from replaying GGGB (for my walkthrough), and man, I gotta say, that 1-month release cycle had a huge cost. The game, even after its completion, has more bugs than I would be comfortable with to call it Completed, personally. Some are even serious, like skipping entire conversations or scenes, or blocking entire routes (not by Eva's intent). The stuff like going below 0 in points or having several sprites of the same character concurrently is nothing in comparison. I don't want to beat myself in the chest but I'm really glad me and Lara volunteered to bugtest ORS. And if that causes delays, so be it, 'cause I'd rather play a polished game than suffer through an insane amount of bugs in each chapter.
Being a bit more callous, the "monthly subscription support" format of crowdfunding doesn't really give a lot of motivation to go back and fix past issues. I'm not saying a patreon dev can't make a polished game, but it really feels like unless they were really organized from the start then they can't justify taking 1 or 2 months to polish a finished game (maybe for fear of it killing the momentum of their patreon growth if they stop delivering "new content"). Some devs still do it out of pride, but my guess is that EvaKiss just preferred to see how much better she could do on ORS instead of trying to patch the issues in GGGB (ORS having more organized code, better art, more controlled story developments, etc).