The game is great! I've finished up to v0.2 and will be continuing, but would like to jot a few thoughts down now about my current opinion of the game.
Good things!
Love the models for the main characters. I'm truly amazed at how every main character looks 'proper.' It just looks right. At points for ero-games, you can tell these were models and pieces that were slapped on. In contrast, some of the women here feel packaged and fitted so well. Especially Ayase. For side characters and extras, you can tell, but they're side characters, so I personally don't care as much. Among the main girls, the sister (sorry I'm blanking on her name right now) is the only one that feels 'lower quality' than the others. The lighting is phenomenal as well! Shadows and models blend so good here. I really applaud the aesthetics of this game. Another quality of life thing that stood out to me and haven't encountered before was the cum countdown. Great addition that I hope becomes a new norm for these games.
A few things to improve on.
The game is very dialogue heavy. Part of the fun is the interaction, so I'm hoping to see more exploration or mini-game sections as the game develops (may be only preference). But that part's not a gripe. It's how the dialogue could possibly be executed better. When the game isn't meme-ing or setting up a sex scene, it's delivering exposition or 'overly obvious' dialogue.
As I've just finished the v0.2 section and getting into the next, I'll use events in this area. I've encountered Chika in the rain and her comments about being standoff-ish, as well as the MC's explanation at how friends work feel rather unnatural for casual conversation. As for exposition, the aftermath scene of the shootout felt drawn out to me. More specifically, Noa's dialogue with the Engineer and the other dialogue in that truck. I'm in the process of writing my own stories that also contain heavy dialogue, so if I can suggest how this may have been done better was with flashes of Bulldozer's past to be more engaging and interesting visually, while he narrated parts that filled the gaps. The engineer's dialogue could turn into a quick note by Noa or Bulldozer when they encounter the player once again and say that they all have chips as well, but the MC is different for fending off that shock. Another thing that could help is a character index or log of events of some kind that would help refresh players of these moments of important info as more of the story is developed.
Overall, I'm enjoying the game and haven't been put off by anything that made me want to put the game down for a long time.
TLDR: Love the game. Aesthetics are my favorite, but dialogue can feel drawn out.
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