Episode 1: 4.5/5
Writing
Episode 1 has a simple plot. Most of the writing is devoted to characters and world building. The setting and the main character is clearly inspired by the Witcher. Towards the end of episode 1, there is the beginnings of a few plot lines, otherwise the game mostly follows standard dating sim/corruption style plot.
There is a big cast of romance-able characters. Some of the characters are well fleshed out, and some are tropes. Their personality feel distinct and their motivations are realistic. None of the characters come off as idiots.
You can find and complete most of the quests organically. However, many of the quests have non-obvious failure conditions. The choices do actually change the dispositions of characters, the outcomes of the quests and the availability of scenes. Many of the quests have multiple solutions, and some of the side quests interact with the main quest. You can finish all quests in Episode 1 without one quest locking out another. Half of the cast do not get full content in episode 1.
Gameplay
The gameplay feels cohesive. The combat mechanic exists, but can be skipped reliably after you improve your character's stats and gear. At the beginning, there is a slight resource management needed as you need to earn money for rent.
The NPCs follow daily and weekly schedules including unique interactions during a weekend festival; this makes the town feel more alive. Each day is separated periods where you can perform free actions such as buying or selling or actions that take up time, such as exploration.
There are 2 annoyances the developers have left in for whatever reason. Rollback is disabled, and if you enable it via renpy console, the developer saw fit to re-disable it periodically. The developer assumes if you have more than 1000 currency, you're cheating and penalizes you by deleting all but 200 of it. These can easily be fixed if you know a bit of renpy, but it feels very anti-player in a singleplayer game.
Overall, aside from the annoyances, episode 1 is an enjoyable stress free sandbox game.
Epsisode 2 with DLC: 2.5/5
Writing
The plot become more complex and stakes are higher than in episode 1. It also becomes much more linear. Although the writing is engaging, several plots left unresolved by episode 1 are simply forgotten about, including your choice in the episode 1 main quest. At many points of the story, plot points and characters are simply introduced with almost no setup, such as several reveals during the DLC ending. The investigation arc also leaves several lingering questions without satisfactory explanation. The ending came out of almost nowhere.
Character actions are also a bit less believable. The inciting incident for episode 2 feels very urgent, but the main character ends up working on several seemingly unrelated plot arcs. At some point, the main character receives the name of the captor, but fails to investigate at all.
Most of the side character arcs left unresolved in episode 1 are not resolved in episode 2. You can still mostly 100% the game content in a single playthough, but the ending you get will depend on if you decide to abandon certain quest lines.
Gameplay
gameplay is noticeably downgraded from episode 1. Most of the mechanics. The open world barely matters now, and the associated gameplay mechanics changes several times during the game.
The only mechanic that has been expanded upon is combat. However, combat is worse. The enemies now level with your character, and their stats actually increase faster than the player character, so as you level up, enemies actually become noticeably harder. Equipment now also barely have an effect on combat outcomes unlike episode 1. The auto combat now also doesn't skip the combat, but rather force you to watch the combat play out turn by turn.
At the beginning of episode 2, you have a semblance of an open world, except time barely matters now. Rather than being able to complete one action during a single period of the day, you are now given a generous progress bar for that period. Within that progress bar, you can now do ridiculous things like hunt for monsters and bath to heal several times within a single morning. Main quest events are now also mandatory and must be completed in the allotted day and time period; you cannot advance time otherwise. This means while you can spend hundreds of days living town in episode 1, barely 2 weeks pass during the entirety of episode 2.
Then in the middle of episode 2, the open world is replaced by a castle where you ask NPCs questions during different times of the day. Your only options are to skip certain NPCs or skip certain questions. I haven't tried it, but this section feels very linear.
Then towards the end of episode 2, the semblance of open world is back, except the progress bar for time is also gone. You can now perform unlimited number of actions within a single period of the day. Like before, the only way to advance time is through mandatory scripted events.
The rollback and money restrictions are also back in episode 2, except now the developer has put in even more ways to prevent people from adding rollback. Rollback disabling and choice lock in is now done all over the code. The money limit is also back. Again, very anti-player for a singleplayer game.
Overall, episode 2 feels much less cohesive as a game than episode 1. It is basically a VN with a skeleton of a sandbox that should've probably been deleted. The early end to development means the story feels very unfinished and the gameplay very unpolished.