TLDR: I got a lot issues with CoC2 some of them opinionated, others technical, and some I think are just straight up gameplay design flaws but I think it does a lot good in the narrative gameplay space. Since its nowhere near finished I think if these are highlighted I think this game would be all the better for it.
First I'll start of with the positives; I really like the fact the appearance of the PC is given a semi-concrete look that is customizable and acknowledged to a certain extent, the erotica on display is horny and varied asf (speacial shutout to SkoW, B, Savin, and Observer, they don't miss). The context sensitive nature of companion dialog is a treat and its nice to discover and its a habit of mine to save at times where I think are major events to replay it with other comps just to see who says what, there's a nice combinations of quest types some even having 4 or 5 variations on how things playout (whoever or the ppl that designed the Spectres of the Wyld, the mission that intros Hethia, The Cowgirl mission at the outskirts of Khor'minos and Convocation of Mirrors; I just have to say y'all are going places, well funking done), descriptions of moves during combat tend to be hit or miss but they are nice and the context sensitive items that give comments during combat are a nice touch. The overall artstyle of the game feels consolidated because there aren't 20 different artist with 20 different styles of drawing to mucking up the aesthetic so the game gets to develop this sense of a cohesive artstyle even though you can tell the differences in "penmanship" and skill level between the few.
Now for the Cons: 1. Grammar Errors and Redundancies are abundant and flourishing, I do not envy the Editor if there even is one, I'd recommend for the writers to dl Grammarly, I personally use it for projects, texting, and work emails so maybe it can help them too.
2. The writers need to come to consensus on whether they want to give us a character with established traits and personality or a blank salute for us to mold using actual roleplay (if I see someone reply to me about imagination, I'm going to tell you to imagine yourself not being up your own bum so you talk less shite) because the character's personality changes from writer to writer drastically even if the content that you swing for is in the same ballpark, because of this the PC becomes a blob being everything all at once while being nothing at all for the player. (very similiar to the protag of P4 or Dragon Born of Skyrim)
3. Combat is boring most of the time and the difficulty just sliding damage modifiers isn't enticing either, tho I'm told that there is another difficulty being considered and I hope the neglected resource management portion of the gameplay loop comes into focus for this difficulty. If the game designer does go this route Darkest dungeon and its mod scene are the best sources for inspiration on how inventory and resource management can be used to create difficulty for a game based around tile movement.
Opinions: Player agency is something that should observed and taken into when writing scenarios/scenes, for every scene that takes into account the players stat for roleplaying purposes there are several others that force the player to agree to something regardless of how they'd feel (looking at Kiyoko's content <_<) or change their personality to fit the scene or fetish. If anything I'd say that the game needs more options that are not just subtle stat checks but are solid decisions similar to choosing what positions and what body part to touch that take into account the origin of the player (those are used in a way that is way too niche to be important) that isn't just flavor text and perks are absolutely neglected when they would be perfect for writing smutty scenes e.g. Cum cascade and Messy Organism are begging to be written into the 69 sex scenes for never-ending ouroboros shenanigans'. (SkoW is a saint for even giving the player options) I'm saying all this because I think there is lot of potential here that could be realized with a few steps. And if anyone doesn't understand at all what I meant in the this massive paragraph here's a couple vids that breaks it down even further and in bitesize pieces:
and should you need more info or you're just an game design-info goblin like myself check out GMTK for more information and techniques.
Gameplay needs a shot in the arm; its really boring seeing the text saying the player and comps swing everything not sure how hard it is to code lines specific for specific weapons but it would definitely lively up the combat that my character doesn't just swing his spear but thrusts it the exposed flank of his foes or Slashes his sword across his foe and vice versa for the enemies. Another thing I'd like to ask of the head gameplay director/designer (I think their name is Hilde) is if the environment can be factored into combat? Whether it be by simple buff like classic Fire Emblem or you could do a deep dive in a way similar to other games ( an example is a romhack for Pokémon that bring locations in account, here's' a link should you or anyone be interested
https://pokemon-reborn.fandom.com/wiki/Field_Effects)