I love this game, the corruption pacing is great, the scenes are very erotic, I can see new ideas here and there. The game is overall fun to play and this is definitely a successful first release of the game, congratulations to onedge.
However, sandbox/simulation RPG maker games tend to be grindy, while the suspicion/gold/satisfaction management in this game is interesting, this system makes the game even more grindy as resources keep falling and you need to grind for them (unlike other games of similar type where stats usually won't drop, you just need to grind sth like charm, fitness, intelligence, corruption to certain level to unlock scenes). Its like a double-edged sword and would require lots of effort of the dev to balance it out. A brave attempt by onedge and I hope this would work.
Basically there are three actions you can do in day time: Read, Work, Call husband
and two actions at night: Read, Daiki clean, Daiki cook
and another three actions which does not pass time: kiss husband, cook for hubby and brush teeth
1) Reading is an interesting mechanic
2) Work is extremely tedious, but i think more events or work type will be added
3) Call hubby, quite erotic, hope there will be more random result for the scene so it feels less repetitive
4) Cleaning feels grindy because you will have to do this actions alot and the scenes keep repeating
5) cooking is actually better than cleaning because there are less clicks involved, also seem to have more stages than cleaning
6) kissing husband, the corruption is good but it gets too grindy and I have to skip it sometimes even if it reduce sus
7) cooking for husband is not that bad because its like cucking ur husband and then you add pills to stop his erection unintentionally its actual funny
8) brushing teeth seem to have zero effect but the scenes are great. I'd argue its better than the kissing husband action because u don't feel forced to do it to reduce sus.
Actions like kissing husband and brushing teeth are probably a way to show us how Irene is slowly being corrupted. I suggesting either making a symbol to show us if those actions have reached the next stage, or add some random elements to those actions so it feels different sometimes.
Some people say that RPG maker is bad, grindy etc etc, just ignore them. HTML games can be grindy af, QSP games are grindy af, its the sandbox/simulation nature of the games which make them grindy. RPG maker games are good for exploring and interacting with the environment. Like you can walk ur character to work, you can see different NPC moving around and pick some to interact with. On the way you see an item shop and suddenly remember you should buy bread and sausages for dinner before work, otherwise the shop would be closed just like real life. These are the immersion that you can only get from actually walking the character around and exploring the city. Can other engines make good sandbox games? Yes but that doesn't mean RPG maker automatically becomes bad especially when the dev clearly has the skill to make good RPG maker game. Whether the game gets grindy or not would depend on the execution, not the engine.