This review is mostly about the JRPG gameplay, as that's the part of the game I actually experienced before I stopped. The sexual and corruption content, from what I've seen in this thread, is great, but I didn't have the patience to unlock much of it.
The gameplay is based on a pretty good idea: Normal combat encounters against regular monsters in most RPGs are not challenging by themselves; instead the challenge comes from the gradual depletion of your resources as you delve deeper into the dungeon. So what if we just focus in on that resource management and make the player character extremely weak, thus turning the combat system from a tactical challenge into a strategical puzzle of trying to figure out the most efficient way to use your resources?
Unfortunately, this idea is not executed very well.
Firstly, there is the reflex-based stealth system: If you sneak up behind an enemy sprite, you get a bonus round at the beginning of combat. If the enemies sneak up on you, they get a bonus round. But the enemy sprites move at lightning speed in complicated patterns. This, combined with how powerful this bonus round is, means that not having perfect reflexes all the time will completely mess up your plans for the day unless you save scum.
Secondly, the resource management combined with the open world is just too much. At any point in the game, I am left with a choice of either trying to make it through a difficult area at the cost of most of my resources or upgrading my stats and conserving my resources at the cost of ending the day, with absolutely no indication of which choice will be better in the long run. SKA and any game inspired by it would do well to rein in the player's freedom by (a) further limiting what areas can be explored and what quests can be done to keep the player from spending all their resources on a suicide mission and/or (b) having (some of) the player's consumables spoil between each day to clearly communicate how powerful the player is expected to be at the current point in the game and roughly how many consumables they should be using per day.
The gameplay is based on a pretty good idea: Normal combat encounters against regular monsters in most RPGs are not challenging by themselves; instead the challenge comes from the gradual depletion of your resources as you delve deeper into the dungeon. So what if we just focus in on that resource management and make the player character extremely weak, thus turning the combat system from a tactical challenge into a strategical puzzle of trying to figure out the most efficient way to use your resources?
Unfortunately, this idea is not executed very well.
Firstly, there is the reflex-based stealth system: If you sneak up behind an enemy sprite, you get a bonus round at the beginning of combat. If the enemies sneak up on you, they get a bonus round. But the enemy sprites move at lightning speed in complicated patterns. This, combined with how powerful this bonus round is, means that not having perfect reflexes all the time will completely mess up your plans for the day unless you save scum.
Secondly, the resource management combined with the open world is just too much. At any point in the game, I am left with a choice of either trying to make it through a difficult area at the cost of most of my resources or upgrading my stats and conserving my resources at the cost of ending the day, with absolutely no indication of which choice will be better in the long run. SKA and any game inspired by it would do well to rein in the player's freedom by (a) further limiting what areas can be explored and what quests can be done to keep the player from spending all their resources on a suicide mission and/or (b) having (some of) the player's consumables spoil between each day to clearly communicate how powerful the player is expected to be at the current point in the game and roughly how many consumables they should be using per day.