A lot of the complaints here seem at least somewhat unjustified, if only because players don't understand Japanese and/or their machine translations aren't giving them enough information to make informed decisions. (No, I don't care if this gets negative reactions into oblivion.)
Before I begin, full disclosure: No, I'm nowhere near endgame yet, but having spent some time playing the game and actually reading the moonrunes, here are some comments.
On CR, while the number of related images does seem fairly low, one should also note from the combat tutorial that the scenes are dependent on the state of your AP (Armour Points, for all intents and purposes), which are independent of your HP. The break points (reflected in the CGs) are 75 & 50, and the tutorial itself tells you that enemies only start using lewd attacks after your AP has dropped below a certain threshold (where applicable, of course). Think the game also tells you that only some enemies will do this, not all.
Personally, I find the combat mechanics interesting enough to set the game apart from the generic turn-based RPGMaker ruleset; you get a starting pool of 50 points with a cap of 100, and 50 are replenished per turn. You can do whatever you want within those 50 points, and/or conserve points for your next turn. Skills also have turn-based cooldowns and have "Active" and "Passive" functions; "Active" functions triggering or having a chance to trigger when using the skill, and "Passive" functions requiring specific conditions to trigger or have a chance to trigger. Part and parcel of the gameplay is about managing these various resources and synergising abilities to achieve victory. There's also the Fire/Ice/Lightning/Darkness strong-against-versus-weak-against matchups, which are adjustable depending on choice of weapon and/or equipment (or temporarily for 3 turns via the card system). Rune creation and weapon upgrading for further customisation are also available. Again, I don't know how much of this actually got through machine translation and/or sheer trial-and-error by players.
(For the curses, not that far into the story yet so not sure how they might potentially affect gameplay, decisions, and/or outcomes other than what has been mentioned in the post above.)
On events such as the forest boss, again, the game tells you at the start that certain indicators above NPCs indicate that they may have information about the main quest or sub-quests (again where applicable), although how much of this information provided by them is lost in translation I don't know. But perhaps it's better to look around the game for dialogue first (assuming you can understand it) instead of just blindly charging off to fight the next boss to progress the main quest. Similarly, for branch points for decisions in quests or in general, it's important to understand the context before committing to a reply. For example, early on there is a decision point where after setting up camp below a bridge for the evening, either you pick up the supplies from the horse/donkey/whatever, or your companion does. If you do, you dispatch the bandits without incident, whereas things are unlikely to go as well if you let your companion go instead.
The game only really opens up after you've found the merchant in the desert city and resolved his problem, allowing you to arrange for long-term stay at various inns in various towns/cities (this may cost you though), which should also allow you to make the transition from day to night within certain locations, opening up more events/options.
Finally, for people complaining about not being able to access that many scenes: To be fair, I don't think it's that easy to access scenes in-game early on, outside of a few mandatory ones, if only because there are so few ways to raise the necessary stat early on. As previously mentioned in this thread, the only real way to do this is to run the shady merchant questline in the starting city and use the items sold by him to artificially boost the stat (it's a flat +10 that can't be stacked) to access early events. Once again, things should open up as the game progresses, but again it's probably difficult to comprehend if you're not reading the text or are using machine translations.
If you just want to look at the images / view the scenes, then use a decrypter or wait for a full save. (Having said that, just looking at the images without the context is also not a great way of judging quality; like reading a comic with empty speech bubbles.) If you actually want to play the game on top of that (and it really isn't that bad a game), then you need to understand what's going on and how things work. But it's not really fair to dismiss the game just because of the above.