A university setting, characters who are obviously old enough for university, a plot device to explain why the students are suddenly trying out new stuff, and a good dose of artistic license about the levels both of libido and free loving. Quite a lot of likeable characters are introduced, and it seems that the action is consenting, with the only doubts being minor ones about unfaithfulness. Then the plot reveals that some of the characters are being repeatedly extorted into performing sexual acts. That story backdrop, along with some earlier loose ends hinting that other characters will also be revealed as victims, makes all of the characters' consent questionable. That dropped my opinion from "fun game" to "this is actually a horror story, I don't even want to test whether different choices would lead to an alternate story". Looking for other reviews after knowing that detail, although the kinks are optional, it looks like extortion is always part of the background story.
On startup it shows a message about subliminal messages, which "you can turn off in the options". However, it doesn't save that setting, and it resets to being on every time you restart the game. The other items in the options menu are stored in the Windows registry, but not this - and if the developer has messed up something as easily testable as storing a setting between sessions, what's the chance that he's actually tested whether it works? Looking through the text strings in the game, they might be fun to watch failing in a comedy, but having subliminal messages from someone who thinks those suggestions are a good idea is a bad idea. The opening message is: "This game is designed to unconsciously develop your dating skills with girls (if you are a man). I embedded every kind of empowering subliminal messaging, gentle nudges to your subconscious and quite some overt knowledge in this game. If you however feel uncomfortable with that, you can turn this off in the options of the Menu."
It initially feels like two separate games, even though it's switching between the two modes on the same map. There's an exploration platformer with a fairly lenient time limit before each tower defense wave, and a tower defense that relies on the gold collected during the platformer. Some parts of the platformer require keys which are dropped during the tower defense waves, which works well as a mechanic so that replaying a level with knowledge of where the pick-ups are doesn't result in you getting all the gold before the first wave. You can trigger the next wave early if you want. During the defense, there's some platforming action to trigger traps, collect gold dropped by the enemies, and push enemies with the bubble gun. There's also a weak stomp attack which feels as if it was added for use in the platforming part rather than the defense. The later levels do integrate the two modes more, but the combination of the two feels like artificial difficulty, rather than complementing each other. The camera of a platformer doesn't feel good for a tower defense. Platforming can make major changes to the enemy's path, but these changes reset on timers, meaning you look round to see the red enemies are now following the path that's built to defend against blue enemies. The bubble gun feels as if was initially overpowered and was then nerfed by having limited shots which can only be recharged by standing in specific places. The keyboard controls are rebindable, which is a welcome feature. I'd still recommend using a controller.
It does look pretty, but the screenshots on the store page show a significant proportion of the entire content. As a puzzle-game, I only give it two stars. Most of the puzzles don't give a sense of accomplishment, and there's a lot of "can I interact with that? No." There's one specific blocker which caused me to spend a lot of time wandering the entire currently-explorable area searching either for a missed item or for an undiscovered puzzle, and the play-time felt padded by the character's slow walking speed. Not wanting to look for a walkthough yet, I looked at the reviews here and over on Steam, only to find that the review overwhelming voted most helpful over there gives two important pieces of information - one of them being the (hidden) spoiler for that specific blocker, the other being some documentation about how to make the character drop objects when playing with mouse+keyboard. Later on there's an event that looks like a hint for that blocker, so I feel someone saw the problem at the design stage. However, I replayed to check and the hint isn't available until after passing the blocker.