This is on version 0.67.003.
What kills this game in my mind isn't even the grind (which is insane), but the completely linear "sandbox", lack of substantial character interaction, and conflicting information.
So let's dive into those.
The game features the usual sandbox map to move between locations, however, the entire story and its content is entirely linear. "Go here, talk to this character, go here, talk to this character, go here, talk to this character". You are never in any control of any decisions.
That leads to the player never actually interacting with characters. Every single character exists to give you a task to progress to the next task. It's tragic, because some of the characters do seem genuinely interesting and I would like to be able to form relationships with them - but that isn't what they're used for, despite the taglines.
Conflicting information. Some of the information provided is just plain wrong. The single biggest stand out in my mind is very early in the game, you are directed to the "Library", which houses a menu of books that are basically just tutorials. One of these specifies that you will not gain content by losing fights, and that you should never aim to. You guessed it, this is a straight, no-nonsense lie, because you encounter within just a couple hours a fight that is necessary to lose multiple times to progress the game. And because everything is entirely linear, you have no option on that despite the fight being very easy to win repeatedly, just to endlessely be looped into it.
So what does this game do well? Not all that much, actually. The greatest thing I can say is that there are characters I want to get to know, as previously mentioned, but that doesn't count for much when that isn't possible.
What attracts many people to this game is the art, and honestly...it's not that great. I was interested in the art too, but its illusion was shattered for me instantly when I opened the game and the "animations" were the sprites just sliding around the screen. That in itself isn't awful, but the reasonably high-quality sprites contrast greatly with the lack of animation, a dissonance I found incredibly jarring. The sex animations are alright, often quite smooth, but the small viewing window combined with the rather vanilla poses and abstracted view means you can really never see much of anything. The hacked up solution provided for this is an unlockable to be able to zoom in. Yea, I'm serious, it's not a huge grind to get that one but it's there and doesn't really alleviate the problem at all.
Just since I mentioned the viewport, I want to take a dig at the UI: it's bad. A lot of elements are oversized, many things don't need to be taking up room when they do. For instance, why put the hourglass in the inventory, which is already full of crap and too small visually for what it is, when you add a whole separate button on-screen to quickly use it? That inventory's visual is just 3x3 and takes up so much room on-screen, make it 7x7 at least. It's just not well thought out and takes up so much room that should be used for the game's graphics.
The game is, in actuality, a linear time-sink turned possession rape game. The RPG elements, stats, items, combat, serve in absolutely no way to enhance the experience because they are your only interaction in a game that otherwise just does what it wants. What 95% of the playtime is, then, is simple padding. You could sink many tens of hours into this game and come out appalled at the lack of actual content with any substance. Ironically, I would likely rate the game higher were it not for this.
What I have to say about Town of Magic, then, is that it holds a lot of initial promise that is quickly wasted by the completely kinetic and player-taxing experience.