The art is okay, the characters look pretty... and that's it for the positive things I can say.
The gameplay loop is completely unpolished and unfinished. It would be hard to find someone that doesn't notice this by the end of the game. This is evident by the lack of UI design choices, the generic location selector and the repetitive dialogue choices with no consequence. Similarly, many of the locations serve very similar purposes which is peak bad design because it just takes space. I have played generic RPG Maker games with more features. That is to say, if you can't make use of Unity, just don't or you end up with a gallery selector and bloatware.
The gameplay loop would actually be interesting if only it was possible to explore with the different gifts with more nuance than to increase some numbers (like the costumes are completely irrelevant like many other items). The gamble gameplay is basically useless because the money you get is enough to complete all endings. It is also not rewarding to do and it takes a lot of time from the clock so it limits your choices... And the clock advances in real time for no reason. The game is statically based with a dynamic clock.
This game is a visual novel but for some reason, save is only possible during the training phase, the skip button does not seem functional and this training phase has an animation but not a delay on the clickable boxes so it is entirely possible you accidentally click something you don't want to do.
The UI lacks the customizables classic of this type of games like window transparency and text speed. On the other hand, the buttons don't have well defined borders and some click boxes would cover other ones.
Going back to the title will prompt a huge delay and will reset the resolution settings, always going back to windowed mode and forcing the user to go back to the settings.
The save menu is pretty but lacks care like all the other functionality. For some reason you can only check keywords in this section and is irrelevant. Saving is so bad that the window does not refresh and would freeze for a frame.
The training part which is expected to be the core gameplay loop is too simple and features the same lack of care that every other part of the game does; choice menus with unremarkable and repetitive outcomes.
The "addiction" meter is useless too as drugs are limited, expensive and without apparent effects.
Sometimes, the FMC would carry status effects that hinder the gameplay but the game handholds you.
This also reminds me of the TL, which is readable but incomplete (i.e. the aforementioned status effects).
The meters are also just goal numbers but they don't change any part of the gameplay in any effect other than wanting to end the game faster because you are getting bored.
The endings are based on affection and finishing training levels before the deadline but the ending amounts to a dialogue change so you could click anything as long as you do the training and you would complete the full game.
I don't want to get more nitpicky so overall, this is just a bunch of ideas that can hardly be called a product; it lacks gameplay and settings, it is unfinished, don't waste your time. 1/5
The gameplay loop is completely unpolished and unfinished. It would be hard to find someone that doesn't notice this by the end of the game. This is evident by the lack of UI design choices, the generic location selector and the repetitive dialogue choices with no consequence. Similarly, many of the locations serve very similar purposes which is peak bad design because it just takes space. I have played generic RPG Maker games with more features. That is to say, if you can't make use of Unity, just don't or you end up with a gallery selector and bloatware.
The gameplay loop would actually be interesting if only it was possible to explore with the different gifts with more nuance than to increase some numbers (like the costumes are completely irrelevant like many other items). The gamble gameplay is basically useless because the money you get is enough to complete all endings. It is also not rewarding to do and it takes a lot of time from the clock so it limits your choices... And the clock advances in real time for no reason. The game is statically based with a dynamic clock.
This game is a visual novel but for some reason, save is only possible during the training phase, the skip button does not seem functional and this training phase has an animation but not a delay on the clickable boxes so it is entirely possible you accidentally click something you don't want to do.
The UI lacks the customizables classic of this type of games like window transparency and text speed. On the other hand, the buttons don't have well defined borders and some click boxes would cover other ones.
Going back to the title will prompt a huge delay and will reset the resolution settings, always going back to windowed mode and forcing the user to go back to the settings.
The save menu is pretty but lacks care like all the other functionality. For some reason you can only check keywords in this section and is irrelevant. Saving is so bad that the window does not refresh and would freeze for a frame.
The training part which is expected to be the core gameplay loop is too simple and features the same lack of care that every other part of the game does; choice menus with unremarkable and repetitive outcomes.
The "addiction" meter is useless too as drugs are limited, expensive and without apparent effects.
Sometimes, the FMC would carry status effects that hinder the gameplay but the game handholds you.
This also reminds me of the TL, which is readable but incomplete (i.e. the aforementioned status effects).
The meters are also just goal numbers but they don't change any part of the gameplay in any effect other than wanting to end the game faster because you are getting bored.
The endings are based on affection and finishing training levels before the deadline but the ending amounts to a dialogue change so you could click anything as long as you do the training and you would complete the full game.
I don't want to get more nitpicky so overall, this is just a bunch of ideas that can hardly be called a product; it lacks gameplay and settings, it is unfinished, don't waste your time. 1/5