Just finished the update and let's do a review, why not?
I'm following maybe 10 different games and I've gotta say this one is the most fun. Which is how games are supposed to work, right?
In the last two updates I've been really impressed by how controlled the emotional range of the story is. It gets dark without getting melodramatic, farcical without getting downright cartooney. Lemon has a good natural sense of how far to go in both directions and hangs the whole thing on much better plot pacing and characterization than most devs can manage.
It strikes the same kind of balance as some of the adventure dramedies back in the '90s like Buffy the Vampire Slayer: a darkly serious overall plot that doesn't take itself too seriously and is populated by characters that have a sense of humour (or pointedly don't). It's a much better framework for comedy in a game than what we see more often, which is stoic, 'cool' characters twisted by the devs into strained attempts at funny situations or out-of-character jokes. This galaxy is just a more enjoyable environment to visit than 90% of the other games out there.
While I'm at it, something people don't talk a lot about is whether or not a dev is a good director, and now that I'm actually turning my mind to it, I think Lemon and Caribdis are probably neck-and-neck for being the best in the genre. The cinematography in this game is great and the choice of camera angles is always deliberate and evocative. No one uses a close-up or a Dutch angle as effectively as Lemon does, and he's got the best eye for colour going (with apologies to digi.B). The smash cuts to public transit (such a great running gag), the Ken Burns effect for establishing shots, the dolly shots for visual gags and combat scenes... this is a much more cinematic game than most of the heavy hitters out there. I love Being a Dik but let's face facts, most of the time you're just talking into a big yammering face in the middle of your screen.
I guess the only spot where I pull back a bit is on the gameplay mechanics. While the gameplay is really fun and the 'games', such as they are, are well above average in terms of being engaging, it doesn't always feel like choices particularly matter; or if they do, it's just for an immediate payoff rather than meaningful character or plot development. This is a visual novel that really does play more like a novel than an RPG, and I'd personally like to see a game capable of this emotional depth force me into some hard choices, to make me play again differently next time. (On the other hand, too much of that and you end up branching out so much you can only make thin, fragmentary updates.)
I'd also like the consequences of those choices to be at least vaguely foreseeable. You can fail the stash search even while being eminently reasonable, or you can lose a chance to boost your favourite relationship by going to the wrong planet first. Sometimes when the choices matter, you don't even know you're making them, or what choice you're making. The games with the best mechanics might not let you see the future, but they at least give you enough context to know that you're deliberately choosing A over B; or you're choosing to be more of this kind of character than that kind of character. So for example, if you stop to goof around with Kaylee on the stairs, maybe you're understanding that the trail's going to go cold and it's less likely that you'll be able to bring home the bacon for Emily, trading a few points with one for points with the other.
Finally, and most importantly, there's a staggering Hanna content deficit that the game has yet to fully address, so overall, D-minus.
(Seriously, though, Lemon, fantastic work. You've got a talent for visual storytelling, kid!)