The good:
- Artwork. Or, rather, fucking ARTWORK! Sure, it may be YMMV in terms of theme and style, but quality is top notch and it's all custom made for this game by the looks of it.
- Writing. Because, sadly, we live in a world where not once feeling the urge to slam my palm into my face and unsee the last few lines or even paragraphs is a notable merit for a title rather than a given.
- Map design. In that there is a reasonable amount of that involved, rather than bashing a bunch of assets together and calling it done. Maps actually look like a decent representation of a possible real terrain.
The bad:
- Atrocious combat system, in that it forces the PC into as many encounters as possible due to mobs guarding narrow passages and their obnoxious PC tracking behaviour (I've had a slime trail after me across half the forest map), while the encounters themselves force player to make as many clicks as possible, there's no choices for player to make (the only thing you can do is spam a single single target ability no matter what), and PC's magic has flat miss chance built into it instead of scaling with stats. Which means that you can still miss several times during even an easy encounter (the highest I got was 5 misses vs 3 one-shot slimes) and get screwed over hard, seeing how outside of boss fights combat largely revolves around HP attrition rate over multiple encounters (i.e. do you have enough HP and HP recovery to make it to quest objective and back or is your day wasted for reasons). So what I'm saying here is, cheat yourself HP potions, Mana and MAtk and don't bother.
- Lust scarcity. Events are gated by PC lust, yet means of gaining lust without paying disproportionate amount of in-game time are either limited outright or cost gold.
- Artwork. Or, rather, fucking ARTWORK! Sure, it may be YMMV in terms of theme and style, but quality is top notch and it's all custom made for this game by the looks of it.
- Writing. Because, sadly, we live in a world where not once feeling the urge to slam my palm into my face and unsee the last few lines or even paragraphs is a notable merit for a title rather than a given.
- Map design. In that there is a reasonable amount of that involved, rather than bashing a bunch of assets together and calling it done. Maps actually look like a decent representation of a possible real terrain.
The bad:
- Atrocious combat system, in that it forces the PC into as many encounters as possible due to mobs guarding narrow passages and their obnoxious PC tracking behaviour (I've had a slime trail after me across half the forest map), while the encounters themselves force player to make as many clicks as possible, there's no choices for player to make (the only thing you can do is spam a single single target ability no matter what), and PC's magic has flat miss chance built into it instead of scaling with stats. Which means that you can still miss several times during even an easy encounter (the highest I got was 5 misses vs 3 one-shot slimes) and get screwed over hard, seeing how outside of boss fights combat largely revolves around HP attrition rate over multiple encounters (i.e. do you have enough HP and HP recovery to make it to quest objective and back or is your day wasted for reasons). So what I'm saying here is, cheat yourself HP potions, Mana and MAtk and don't bother.
- Lust scarcity. Events are gated by PC lust, yet means of gaining lust without paying disproportionate amount of in-game time are either limited outright or cost gold.