I think the game is quite remarkable considering it’s just a beta (v0.2). The story is really engaging—English isn’t my strongest language, but even so, I spent hours reading through the dialogues. From charming characters to a mystery that keeps getting deeper and more confusing, it really pulled me in.
The strongest point is definitely the story. The art is solid—not perfect, but it stands out. The music and sound design do their job; they set the mood and add what’s needed. Nothing extraordinary, but much better than silence or something that feels forced.
Where the game struggles, though, is gameplay. Trying to add “game systems” almost hurts the experience more than it helps. I get the idea of wanting more than just the story so it doesn’t feel empty, but it comes across as forced (At least it’s not as bad as some grindy sandbox games in Ren’Py). Personally, I think the game would shine more as a visual novel with a bit of freedom to explore and talk to NPCs.
Some of the mechanics just don’t click for me. The day cycle, for example, can be frustrating. At one point, a character was in danger, but I couldn’t leave the city because it was “too late,” so I had to sleep at the inn and only go the next day. That completely broke immersion. Then there are systems like money, farming, chopping trees, food, and affection—they feel unnecessary. Outside of a few missions, they don’t add much. Money mostly just makes more money or food, and food is mainly for raising Rosette’s affection. But honestly, it’s easier (and more fun) to just talk with her, unlock new dialogues, go on dates, or even just spam headpats/ear rubs if you want to rush things.
There are also quests that can leave you “stuck” if you weren’t prepared. It’s not that you can’t progress, but if you’ve already seen most dialogues and, for example, don’t have wood for the greenhouse while also needing sunflowers, get ready to spend 20+ days in a loop of chopping wood and watering plants. Things like this feel a bit too boring and end up distracting from the story.
That said, the main missions usually happen at the beginning and end of each "arc", and those moments deliver the story in a satisfying way. Still, I think the narrative deserves a smoother approach that puts the focus where it belongs: on the story.
TL;DR: Great story, solid art, decent music. Gameplay systems feel forced and sometimes break immersion. Would work better as a visual novel with some exploration components.