Wow, what a surprise this game turned out to be. I came in with low expectations (not a fan of sandbox games) but was blown away. I'll list out the great, the good and what I could think be improved.
THE GREAT
The characters. WOW. They are fleshed out with hopes, dreams and fears. They have personalities and personal philosophies that clash with one another. They are, by far and away, the best group of characters I have read in a VN. Special mention goes to Chrys, the mercurial, enigmatic bag of cuteness and energy.
THE GOOD
The main plot, although currently ceding center stage to individual character storylines, has set up enough of a premise to be mysterious and engaging. I hope that in the future we get to see more of the superhero world and the author intertwines the main plot with the character story lines a bit more organically, as these two entities seem a bit divorced at the moment.
The storytelling is also extremely impressive. No unnecessary dialogue or narration. The author lets the visuals tell their story and uses the dialogue to add what the visuals could not. The little threads the author leaves in the weave of the story, only to unravel them into reveals and twists later, is greatly appreciated: a technique that I have not seen in many other VNs here. A classic example would be Chrys using Harper's makeup. Keep up the awesome work dev!
OPINIONS ON IMPROVEMENTS
As I mentioned previously, I am not a fan of the sandbox type of games, particularly if the sandbox is huge (for example a city with many locations, each location having multiple rooms to navigate). This format of game gatekeeps content by the number of clicks you perform. I don't like wasting time searching around a building for content. I am also irritated by games that gate content by day/night cycles and days of the week. I do not want to explore the same areas at different times of the day, and different days of the week in the hope of finding content. Thankfully the developer has added a hint system that let's you see the trigger for the next event of a character. This somewhat mitigates the clicks I have to perform to get to the next piece of content, but does not remove the problem of having to skip days to get to the next trigger point of the story (e.g. skipping Friday to Monday to get Valentina's event on Tuesday). My suggestion to the developer would to remove the day of week timegating, and focus on the day night cycle (for example trainings with Valentina and Harper are available on the same day). The main plot would then advance once the player has reached a certain point in each characters arc, independent of if it were Sunday or not. This should also help avoid some of the anachronisms I found in the character stories where one character was referencing an event in another character's arc that hadn't happened yet. However, I understand that implementing this suggested change could be a major overhaul of the current code.
The other thing I would like to point out is that I find the confidence resource, and the evening time period by extension, unnecessary. The only content available during evening is gaining the 'confidence' resource, but that resource is used rarely and, since there is no scarcity of the resource, choices that require that resource are rendered meaningless because the player has more than enough of that resource. Again, I see evening time and the resource just more clicks to perform to get to the content I want to see.
SUMMARY
Awesome VN, unique amongst an ocean of mediocre and uninspired games. Highly recommend.