I seconded ename's thought. STWA Unbroken is an enjoyable game to read, but that's all.
Characters behave inconsistently to their previous characterizations, and there's not that much "change" coming from other people whether you control MC to act one way or a different way.
One thing for sure though, STWA is a good project manager because on top of already finishing one game and creating this one and the update schedule being consistent, STWA also knows how to cut and trim down the first game to reach an ending.
So players ended up with a complete product, even if it's "just alright". And "just alright" is a high bar in AVN genre because many renpy games are either illogical or dropped.
There's a place for game creators like STWA in the space because they can consistently create while knowing when and where to cut and when to "cater".
This update, and the character ename is referring to, it's mostly "catering" to AVN players, not as much to the story-first players. But STWA or any devs do need money to continue development since creating game takes real time.
So if nothing else, STWA is a competent releaser.
Just quoting this out of the chain of Unbroken discussion from a while back.
I was in the mood for a character drama sort of thing, so I gave this a go. I've read the previous discussion on this site, and you guys make good points. But I honestly loved the writing, and if you know me, I'm not that easy to please when it comes to stories of this nature that tries to touch your heart or get you to really connect with the characters. They usually lack the writing chops to get it done.
As usual, I played the manwhore (a charming one, in this case) style, both because it's generally the type of MC I prefer, and also because I always have this curiosity about how the dev will navigate the potential conflicts and relationship dynamics that could arise. In a way, I think that was the "intended" way to play this game, thus I probably got a more sensible story out of it with less incongruence than some of you guys here.
It seems to me that this game was written and conceptualized in a certain way. When you strip it down, it's basically one of those "totally not harem" games where the MC can romance and pursue all the girls until a point in the story (usually near the end) where he picks one of them and lives happily ever after. That "lead everyone on route" if we could call it that, might be the default state of the story. Any deviations from it are the alternate cases and exceptions that had to be fitted (sometimes awkwardly) into the common narrative.
If you noticed how the game is coded, it rarely sets flags and is mostly working off of a balancing scale between love and friendship points. Some major decisions are immortalized by a flag, but mostly you are just accruing points to determine the love > friendship conditions to see if you are on someone's "route." In theory, that opens up some possibilities of different entrance or exit points for a romantic/sexual progression, but I have not tried any of those various scenarios to determine if they run smoothly.
The game really really pushes you in the direction of love points naturally. You wouldn't really know unless looking at the code (or using URM), but a lot of sensible, affectionate (not romantic), and friendly choices are tied to love points, while the friendship points are often choices where the MC is deliberately building a brick wall made out of friendzone blocks all around himself. And since the game will generally gauge this as both the MC and the girl having romantic feelings (or at least brewing feelings), it might be a bit jarring if the player wasn't quite on board with that mind set when they suddenly have to turn down a girl and feel like an asshole or something.
On the flipside, if you do manage to friendzone a bunch of girls, I guess there might be certain points where you could still initiate sex. I'm not sure if there are more examples of this other than the Kana one in the last update, but that particular scene could seem out of place, I suppose. That said, she is actually not opposed to casual sex even though it probably just doesn't come up as a topic on a pure friendship path.
With all that out of the way, I really enjoyed the writing and some of the characters were incredibly interesting. Elspeth takes the top spot for sure in uniqueness. The "harem, but not harem" narrative can be incredibly trite and uninteresting in the wrong hands, but because this game seems to be primarily written to try and justify this relationship dynamic for as long as possible, and because the dev has the writing chops to pull it off, I was not put off by any of the romance progression. And by some miracle, the MC is believable enough as this object of affection for all these girls. He is good looking, takes care of his people, has a bit of a bad boy mask, while also having this great vulnerability they wanna fix. I could buy it.
What really sells the story, imo, is the story structure. The layers of these characters, including the MC, is revealed gradually with finer detail as the story progresses. It could seem artificial if it was handled poorly, but I felt like it really was the special sauce that kept me engaged. And more so than any romantic possibilities, what really drew me in was getting to know these characters' life stories and where it will lead.
One final note is that many of the main girls have their own unique variable to (probably) determine their "success" in life. Confidence for Amrit, Acceptance/grief for Vi. Injury score for Kana. Etc. I could not get myself to knowingly sabotage their well being, and I'm someone who usually revels in the chaos of bad endings lol. That means the characters got me good in the feels, which doesn't happen very often.