If anything, this is a big case of "Programming skill flex on display...but overall less content then previous products." and I feel like this was the factor they where worried about the most of all.
Previous games had a -lot- of variance on status effects. This ment that each foe could do something new and fresh at you that others couldn't, and it made each one stand out of the crowd. In this game though, there's only Futa, Impreg, Lactating, and Lust, with Stripped/Restrained being necessary steps for foes to do their molesting attacks. 4 status effects over 7 locations and at least 20+ foes means a lot of overlap on how fights play out, as there's not really a lot anything can do to make one stand out more then another. It also doesn't help that this game's balanced around you missing, a -LOT-. Running speed based weapons to spam your skill that has the highest Acc is kinda how you'll beat it, as focusing on BIG DEEPS or more EN recovery doesn't matter when -hitting- stuff is so RNG half the time.
So what happens is that near the later half bosses are only threats with minions to give them extra attacks, foes all kinda spam the same status effects, and overall by the end you're only real surprise is the final boss can make you cum out minions, something I still feel the impreg would have been fine with doing all the same, but beyond that there wasn't much spice here as there was challenge. It's far more 'Alice Sword' in that regard then say 'Creature Hunter', where if you can't really dig the gameplay focused elements, the smuts not going to hold you for long. it REALLY doesn't help that this game's clearly MonHun World map design inspired, so most locations are just -BIG-.
But on the pros: This is one of the few times I've seen an RPG Maker game (not under MV) go out of it's way with visually stacking states. It's PRETTY clear a ton of concessions had to be made for this factor in mind (Such as no outfits, limited status effects in general...), but it works pretty flawlessly at that so props towards them for making that trickery work! The next thing is the fact that map encounters aren't anymore pre-set route ordeals, but very RNG based critters who can detect and chase you around if you abuse running too much. The mini-map as well is a lot more useful given it displays your location is reference towards the map itself, AND (most) exits are acually represented on the mini-map spot for spot, making it rather easy to find the path you -want- to advance forward. Lastly I gotta say the balancing act of the game is rather solid. Even something like the lust status, that can flip a battle over it's head if you don't take care of it soon enough, feels 'balanced' given how you can solve it by spending 500 EN before it gets out of hand. A lot of the battle mechanics feels like there's ways to work around things, and even with some moments where a situation got out of hand, it never quite felt hopeless on my end and I was still able to squeeze out wins without really grinding for materials.
Overall on development end, I think he did just fine, lots of stuff I'm kinda inspired by myself to take notes on. Yet as he himself worried, I feel like the direct -content- is a lot less then most people playing his stuff before hand was expecting, and that might sting for quite a few people.