>>2941100Just finished a playthrough.
It's going to be difficult to discuss the game without comparisons to Roshutsu or Seleka, but this isn't meant as an insult. If you enjoyed either of those games but wish they had more to them, then this game will hit that spot. The main issue is that it doesn't hit the spot super hard or super well.
A few of the controls seem to exist for no reason - there's a masturbate key but no change in stats or reaction from NPCs for doing so. There's a sprint key but no 'resource' for sprinting like making extra noise or being unable to cover up. Speaking of cover, there's no functional difference between running around covered with your hands or being completely out there - so it's a purely visual difference.
This all feels out of place considering that the core gameplay is so bare bones. The map and level design are much better than Roshutsu or Seleka had, and the way the map is used is also a lot more creative with slowly introducing concepts and rewarding making a plan in advance for the late-game speedrunning objectives.
Unlockables are also pretty limited - you can unlock the full wardrobe in about a half hour of casual play. Having a few more items (or even gating the alternate colors behind money) would have given the player something to work towards while they optimized their S-rank routes through the earlier levels.
The game is far more objective-based than Roshutsu and I think it's also better at implementing these objectives than Seleka (I really didn't like the 'stand still doing this pose for 30 seconds on each map' objectives). The issue is that there's no real incentive to replay any of the maps as anything other than a sandbox. Minor randomization of objectives and a bit of variation on what tools the player had would have gone a long way with a little effort.
Overall, if you like ENF games, then Nagisa is one of the better ones out there. It just comes up frustratingly short of greatness in a few obvious places.