I'd like to go in depth on what makes this game interesting, and what makes this game not so interesting. However this review must maintain a medium tone because it's still early access.
For what is already available at the time of this review, (v0.6) this game has potential. It seems like a lot of time and thought went into the creation of the game, which I can appreciate.
However, as the comment section will tell you, this game is not easy. The survival aspect is tolerable, and in fact somewhat enjoyable. The monster girl genre is part of the game as well, which I don't mind one bit. It adds some spark. What I don't like, is the lack of direction for the player. I spent more time being clueless as to what I'm supposed to be doing than anything else. Finding the three girls wasn't all that difficult, except I thought all three of them would be on the coast, which killed a LOT of time on the third. There really needs to be a tutorial section with basic information such as crafting, and what certain materials can and can't do. Even combat, it took at least 10 mins to figure out how to draw the bow. It's not even listed on the control map.
The platforming in this game makes me want to bang my head into a wall until it's bloody. It's not difficult, it's not really skill based, it's just fucking tedious as hell. I thought D1 was fun, except needing to read through 20 pages of comments to discover there is no-collide walls which you can walk through. Then I stumbled into D2 and just continuously said fuck that, fuck that, hell no. Thanks to the guys who uploaded their save, I got to see what all that pointless effort and energy was building towards.
To the guys who enjoy the platforming in this game, you have a sick mind xD
That being said, the game itself is not bad. It has an amazing foundation to keep building on. And I would love to see future releases. However if they don't tone down D2 platforming I will be downloading someone else's save again. I would like to see more of a puzzle / problem solving theme, rather than repetitive platforming.