I liked the idea of this route between the protagonist, Himawari, and Astolfo, and I was really looking forward to it, mainly because the story had already created several possibilities for developing this love triangle. But when the moment finally arrived, I felt everything happened too quickly.
What fooled me most was precisely the lack of development. Instead of showing the situations, conflicts, doubts, and interactions that could naturally lead to the plot's outcome, the game simply delivers the result. I wanted to follow the journey to that point, not just find out that it happened.
I also felt that the scenes were very superficial, both in the narration and the dialogues. When Astolfo arrives to sleep in Hima's room, the impression I get is that they had already planned this beforehand, that something had already happened between Hima and Astolfo. But what actually happened was a brief conversation in a tavern, the protagonist and his sister going to Astolfo's room, and nothing else happens. Then comes the proposal for Astolfo to sleep at the protagonist's house. When we reach this point in the route, things develop so quickly and superficially that it loses interest. There are more interesting ways to develop a route like this. An innocent joke, flirting during dinner, a massage, the use of dance and music, a bath scene. These are good ideas for developing intimacy between the characters until reaching what the route proposes. There wasn't even a kiss.
Another thing, does the game constantly need to remind you that Astolfo is a guy? Every time Kyuubi was there, it was her mission: to remind you that Astolfo isn't a boy.
An example of a good route would be if, amidst these nights of playful banter between Astolfo and Hima, Hinata spied on them and discovered that Astolfo is actually a femboy. Scenes in the kitchen between Astolfo and Hinata after a love triangle with the protagonist. See how this route between Astolfo, Hima, and the protagonist opens up a range of possible and exciting routes?
Regarding the visual aspect. The visuals could have been very helpful in conveying the characters' emotions, but I felt the visual quality of this part fell short of the rest.
I think this route had, and still has, a lot of potential and could have been one of the most interesting parts of the game if it had received more development. I hope future updates can better explore this type of situation, because the idea itself is very good.