I can't believe this thread is already on page 19 before I played it enough to get an informed opinion. A lot has already been said, so I'll mostly try to say some new things. I quite agree with the comparison to an uncut diamond. In its essence there's potential, but a lot of it is obscured by the rough edges. But I spent many hours playing it and I think that's a good indicator of an enjoyable game.
I think the thing that bothered me the most was the time management. I found myself typing z,z,z,z,z over and over to progress, and it seemed there was little to do to fill that time other than waiting. Eventually this was one of the major factors in not trying to figure out all encounters (something which I've done this in all Goblinboys games, almost compulsively). I would prefer if time was more event-driven, so you don't have to wait insane amounts of time just to get to a date, but also that there isn't a time limit on certain situations, such as Maggie's party (a subtle "bug" occurs if you start the party late, Emily will leave almost immediately).
Additionally, I think having secret events based on time made them so obscure I would've never found them without the posts in this thread. While on the subject, there are more things I found easy to miss, such as the cheerleader practice (and consequently some scenes with Becky), or for example the bathroom at the cinema (admittedly this is not a major location, but still: money and a hint). There's a fine balance between letting the player explore and taking his hand all the way, but I believe a game should be "honest" about where you can go and where you might expect events. This goes hand in hand with not making the world too large, I think the layout of areas in this game could've been a little bit more tweaked to reduce the amount of travelling.
Then there's the amount of pictures, in certain scenes the amount of pictures almost made it look like a stop motion animation, with very little difference between the images. I think this is unnecessary, if there's a handjob we get the idea that the hand would be moving, we don't need two images to illustrate that. On top of that the images are guided by text. While I have a visual mind, and definitely appreciate images, a lot of it also just plays out in the brain, mixing text, images and context into an illusion of it all actually happening. The brain can fill in gaps not covered by images and vice versa can create a story from an image. So not all of it has to be explicit and the amount of images could've been a lot less in many situations. I'd keep a rule of thumb to include maybe one or two images per unique "event" (e.g. a blowjob, fucking, etc.), then add images for specific actions, such as examining a girl (which I think is quite nice if it includes images, but that was actually done, so I'm not complaining
).
Finally there's the story. As has already been mentioned the alien storyline is suddenly forced upon us at the end. Before that we're mostly playing sort of a dating game inspired by SD3, that ends at the party and then it's just a linear game to the end. It feels like two very distinct separate parts. I'd much rather have seen the storyline intertwined with the dating aspect. What are the aliens doing there in the first place? It could've been some deviant scheme involving sex and mind control or something (image peeking through the fence at night to see Becky probed by an alien, just an example :P). It also opens up some routes for branching, making a choice between pursuing the main storyline or a girl at some point could influence where the story is going (and what girl you end up with).
All in all I think lamont may have aimed a bit too large with the whole game. A bit of polish in the gameplay, story and overall execution would've been easier had the game been smaller and I think it would've helped a lot in the enjoyment of the players.