A flawed gem. A corruption-game that has some of the best visuals of any heroine game, but with gameplay- and story-issues that hold it back from being something great. (And yes, they're bad enough to matter, even in this genre)
So, to make sense of the story, you kind of have to know that this started out as an Overwatch-spoof, with Tracer as the main-character. It needs to be mentioned, because otherwise the whole setup of the beginning will feel out-of-place with the rest of the game.
The first section, where the superhero on her way to save her girlfriend from a life-threathening situation goes to put together the ingridients to make an old geezer a cup of coffee in the middle of a forest... Is a really good example of the problems with this game's design.
Basically, the pacing and theme of the game takes a drastic turn after the opening, when a Sci-fi time-travel plot involving superpowers, suddenly turns into a scenario almost indistinguishable from a standard modern-day corruption game. The MC goes from teleporting around and time-travelling to waitressing, part-time jobs and brothel/porn work, with the former being pretty much dropped as a theme for a lot of the game. It doesn't even factor into the scenes and the character that much, and it's really a bit jarring. The story's focus and the goals of the MC just keep shifting from that initial setup, which weakens the character in general, as well as the impact of the corruption-plots.
The combat is a Fire Emblem-style tactical battler, and although I think it would be better if the system was faster, and that it's not suitable for grindy, repetetitive fights, it is a very strong combat-system nonetheless.
Writing wise, the game has this bad habit of throwing stuff at the wall, rather than trying to tell a cohesive story. The dialogue and characters are pretty charming, and reasonably well written, but the pacing here is a mess, and events and characters connect to each other only in very loose ways, making the whole experience kind of awkward. Some of it can be put down mid-developement pains (like the battles suddenly dissappearing after the opening), but the game still feels like a bunch of pieces that have been stitched together from barely connected ideas. Foreshadowing, arcs, thematic proggression, connected themes, -story beats and player-agency are all missing or minimal. "Exploration" exists in a certain fashion, but that could also be done better.
There's also plenty of nitpicks: Navigating frequent loading-screens is a pain, Combat gets repetitive and slow quickly, The item-proggression is kind of bland, (though using a non-leveling combat-system feels pretty novel) and sometimes the quality of the writing dips when stuff just... happens. (A lot of "...and then you go to..." without a "...Because/Therefore...")
I do wonder if it's down to the devs just wanting to make a strong first impression and leaving some good hooks, without having a strong concept to back that up, or if the goalposts have just shifted over the long developement. Either way, I feel like unless the game gets a top-to-bottom second pass, and reworks to a lot of the early content, then this might remain just a game you provide with a 100%-save. And that would be a tragedy, with the quality of animations, visual design, scenes, character-writing and gameplay. There is so much here that could be reworked with the right direction.