I have a lot of critiques of this game, so before I get into that, I want to say up front that this game is good (hence, 4 stars) and worth playing. That said, I think it could have been significantly better, or at least more honest about what it is.
First, the combat/exploration. This starts out pretty fun, and stays pretty fun for awhile, but wears out its welcome by the time you get toward the end of the game. You can get to a point where you're nearly invincible, and just running through floors pretty mindlessly. You can accumulate a truly mind-boggling amount of resources, and still not be all that close to getting all of the upgrades (in the manor or in the city). I didn't put a ton of thought into my upgrade paths, but I did at least try to make my dungeon runs as long and lucrative as possible for quite awhile, but eventually I stopped, b/c it just got too tedious, and I would just do a few floors and then exit.
One of the reasons I persisted as long as I did in fully committing to the dungeon runs was that I thought it would matter - there'd be a big fight at the end of the game, and I'd want to be as powerful as possible for that. But there's nothing like that. Maybe there are hidden checks for completion rate, or maybe the ending is gated behind not just the Hangouts, but also the other Guidebook stuff, I don't know. But if not, the only real reason to do any of the dungeon stuff is to find the dungeon girls. However, you can see all their content (and get the resources for the scenes with the women at the market and the gym) long before you finish with the Hangouts, and at that point, I don't think there's any reason to keep going into the dungeon.
The problem is that between the Guidebook and the upgrade tree (not to mention what's going on in the story), the game definitely implies that accumulating resources, getting upgrades, and getting stronger matters. I just wish it actually did. That, and I wish that the combat balance didn't deteriorate into "always be able to use all your spells, one shot everything for floor after floor, and eventually run into an enemy you don't one shot and then immediately die (modulo guaranteed evade, life potion, etc.)".
One other thing about the dungeon - there's a boss demon, I think it's called a Fallen, that's really hot. I wish there was content with her
Next, the story/characterization. Mostly this is fine, but there's one big problem, which is that the game seems to offer you the option to either be nice or a jerk, but it doesn't actually give you that choice. If you pick the jerk option every time, not only is the impact minimal, but over time your specific dialogue choices will be drowned out by the dialogue you don't control, and everyone will fawn over how nice and caring and supportive the MC is regardless. It's especially ironic when quite a lot of dialogue is dedicated to bashing the hero for having the same flaws that the jerk dialogue options tend to embody. The "bad" ending is where the game comes closest to letting you be a corrupting influence, but it's very brief and has no impact on any H-content afaict.
To be clear, I don't mind the game not meaningfully having the option to be a jerk, though I'd prefer if it did. I just wish it was honest about that.
The other thing I'd have liked is for things to just move a little more slowly. Not in terms of actual playtime - the game is plenty long with all the time spent in the dungeon. But in terms of how the relationships develop. For the most part, the women just throw themselves at the MC, and while this is justified in context, it still feels a bit underwhelming. I'd prefer if she had to work for it more. This ties into the "being a jerk" stuff, b/c I think it would be interesting to have the option of either seducing them in a more positive fashion, or abusing your power/authority/magic to force the issue.
Next, the art/scenes. The dual nature of the art is weird, but not necessarily a huge problem. I think both styles are good. Something that ties back into the previous points is that I really like how consistently desperate the MC looks in the mdf-an scenes, and I wish that was reflected in the story/characterization. The curse seems much more like a convenient excuse than anything that's particularly affecting her behavior. The renders suggest a level of need that's not reflected in the dialogue.
Anyway, the main issue with the h-content is just that the scenes start to get repetitive at some point, including reusing assets from earlier scenes. In conjunction with how long and tedious the dungeon delving got, this meant I really was rushing to get to the end of the game, in hopes for a payoff to all of the
night of the succubus stuff and the option to be a jerk. And that payoff does sort of exist, but it's underwhelming.
So, overall, I think either this game should have committed more to its evil route, and to gameplay/story/h-content integration, or it should have cut down the scope and just been a simpler story about the harem with less extensive gameplay (or even no gameplay).
Oh, one thing I forgot to mention - I do appreciate the little humorous nods found here and there throughout the game, my favorite being when Mirabelle says
"I hope you're prepared for an unforgettable luncheon" in a context in which it totally makes sense.