Here is a preview of what gameplay will be. (Imagine Ryo shown on the left, having clothes changed while respective icons are clicked)
Failure (too much dissatisfied feelings).
The "Wandering Ryo" is a feminization kind of a game about a guy who starts to perform and gets an opportunity to explore his pote...
Rough balancing of in-game economics seems to be done as well.
Purchase of all (for now) in game items and services should take about 2 to 3 game completion for each of 6 'story lines' (12-18 game completions in total).
Given that each story line has 2 endings, this looks fine.
Most likely all items and services will need to be purchased only once, and when the game is started over, all of those previously purchased will be available, as well as all currencyleft from the previous game completion.
This way it will be possible to unlock all available game content without the need to purchases same thing over and over again, and well, will hopefully make the game less boring to re-play.
Here are some calculations and observations:
Figure 1 - the bold green numbers at the end of each story line show how much currency will be accumulated if the player would purchase bare minimum during game completion.
Stay assured that this wealth will easily find its use if as there plenty of nice-to-have items waiting in the shops.
The total numbers at the bottom show approximate currency accumulation, items cost and services cost respectively.
Figure 2 - the bold green numbers at the end of each story line show how much currency will be accumulated if the player would purchase most of items and services relevant to the corresponding story line.
Note that almost all numbers a negative, meaning the during a single game completion it will not be easy to purchase everything the player likes.
The first two story lines are male-oriented, and have the least deficit (with the second one having positive balance).
And, well, this is not surprising, given that that game is about feminization ;)