I'll also throw my Review into this. I think the game is fairly good and on the right track with only very minor hiccups holding it back.
(These are just my thoughts on this current build, I have no knowledge or opinion on whatever dev hell this game has been through thus far or sweeping changes that had been made to this point.)
Navigation:
A major priority should really be a map. Even if the settlement is small too many buildings and entrances look the same and even after memorizing it I still entered the wrong place a couple of times. Until more detail goes into the environments to distinguish them from one another a either a map you can pull up or a real time minim map with labels would go a LONG way.
Minigame/Event:
I don't know if this is a permanent stay or a placeholder proof of concept but that timing minigame for the hunting and chores is really cumbersome. Primarily the need to hit the Z key to perform the action.
When you already have a WASD movement scheme it would be a lot more intuitive to bind the action to E since that already the standard activate button. If there is fear of players accidentally double tapping at least binding it to Space Bar or Mouse 1 makes it a lot more comfortable and intuitive.
Someone also mentioned the screen shake when you activate the action button. I also agree the screen shake is unnecessary and extremely jarring. I think it would be fine if it shook only when you failed to show that you messed up. But a successful action should just come with a satisfying confirm sound and move on. There already is a counter and the rewards pop-up on screen to show positive reinforcement you don't need more.
Dialogue:
By far the biggest point of contention and rightfully so. Its perfectly fine to have a wacky charming scenario that really makes no sense. Most of us are here to just beat off to hot images. But if you're going to have any speech at all it should at least be concise with the world you are building.
The Emojis are just too much. They can be fine when you REALLY want to express a certain tone for a particular speech but having them all over the place is visually grating.
Also, PLEASE I hope they ease up on the sound effects, they can be fun and engaging at points that really want to call attention but using them so often during speech is too much garbage noise for no reason. It doesn't improve or accentuate anything its just fucking around with a sound board and makes me want to skip most of it.
Lastly, the aggressive amount of screen shaking is almost as frustrating. There are places where the screen shakes where it honestly doesnt make sense and even in places it does, like when you get knocked to the ground, it far too agressive for too long. Reduce the shake a bit and I think it will turn out much better.
I don't know if its a coding error, but the closing parentheses littered through out speech boxes are just odd and really need to be ironed out.
I also have to imagine that English is probably not the Dev's first language, grammar aside most of the dialogue lacks a lot of proper phrasing and just jet streams from one sentence into another without proper breaks or structure. Even a erratic conversation can still feel natural with a proper dialog but this build seems devoid of it in any conversation. I hope it get fixed as it progresses.
Interactivity:
One thing that wasn't brought up is how you interact with all the NPCs and events. I don't think having to move all up into their sprites is very good. There is already an interact button for a reason. I would much prefer pointing my sights in their direction and clicking a button initiate their dialog or even bring up their CG just fine. Its too awkward having to maneuver into an NPC to figure out if they have something new.
Overall I like the game's concept and think it has a lot of Upward momentum. The CGS are hot, I think the animation is great, designs are fine for a story about lusting up all the bimbos in town. But, there are quite a few basic game design failings that make me worried.
Missing features that can be added later are fine but the control scheme and esthetic choices, that I can't imagine were anything other than deliberate, need to be ironed out for a better user experince.