This is the latest game by Clochette, a company known mostly for four things: It's decent stories, it's excellent characters, a tendency toward fantasy and sci-fi settings, and the forest of oppai heroines that spring up in its wake. lol
Clochette is straight out my favorite plotge/charage hybrid company, mostly because they understand what they do well and don't try to do anything but develop from that perspective. The result is that I can depend on their games being enjoyable. Some people will probably go 'eh? Isn't that a matter of course?', but most companies that always produce the same genre never manage Clochette's level of consistency in quality and type. To be straight, this is the only charage company whose games I can still enjoy without reservation, even after my burnout.
Kokorone is based in a setting where mysterious out of place objects, in the form of underground black pyramids surrounded by unnatural foliage, began granting people mysterious powers about thirty years before. The protagonist, Komachiya Soushirou, has one such ability that he defines as an affliction. His ability is indiscriminate telepathic reception (under the theory that people 'project' their emotions and thoughts constantly if they don't try to shut it off). He suffers from headaches and having to hear people spill their thoughts and emotions into his mind wherever he goes, and he can't shut it off.
That said, seeing as this is a Clochette game, this 'constant suffering' stage only lasts about five minutes (Clochette games have dark moments, but none of them have an overbearing atmosphere). It is soon relieved by his experience of the mind of Kamishiro Sumika, one of the game's heroines, and he finds himself drawn into helping out with her club, which tries to build bridges between Magia Saucers (yes, that is the name for them, lol) and normal people. They are joined by the iai mistress and Sumika's best friend, Tatewaki Chihaya; the genius Magia researcher Tsumuri; her cat-like best friend Leeruxu; and (eventually) the protagonist's senpai-imouto Nazuna (yes, she is both his little sister and his senpai).
The common route is pretty straightforward Clochette, with ecchi happenings that never cross the line, mild humor, and a few serious story/plot points that serve to properly introduce you to the setting and characters (and give you an idea of what the heroines will be like). The protagonist does deal with his personal issues in the common route just well enough to provide a baseline for them possibly becoming less important in the heroine routes (or become important again, depending on the path), which was definitely intentional and typical of heroine routes... but I never really thought Clochette would pursue the production of a game with a constantly gloomy protagonist, anyway.
Because of this route, Chihaya will forever be Chii-chan to me. I mean, Chii-chan is so adorable that you can totally see why Sumika adores her... and the route is extremely lovey-dovey, even at its darkest moments. Part of that is helped by Chihaya being a complete open book to the protagonist for much of the path, resulting in an endless cycle of ichaicha that is oddly non-annoying (probably because the ability to see into her head makes it less fake-seeming).
Anyway, Chihaya's route focuses, unsurprisingly, on the personal issues for her that surround her Magia and her relationship with her father... as well as the problems Magia can cause for athletes and competitive martial artists (by law, they can't participate). This route gets highly emotional at times, especially toward the end, but it stays light and cute for the most part.
The obligatory catgirl of this VN, a young woman who possesses a Magia that grants her incredible physical abilities and the visual traits of a cat-person. She is a friendly and whimsical heroine, closing in suddenly and vanishing on a whim. She eats a lot (think food-fighter levels), and she can generally be trusted to be smiling or encourage a warm atmosphere wherever she goes.
Her path circles around her abandonment issues and the protagonist's reaction to them, and as a result, it has less focus on the characters' powers than in Chii-chan's path. There are some strong emotional moments in this path, as Leeruxu's issues have a very strong basis in her past that isn't easy go leave behind. That said, it mostly comes off as a moe-focused sort-of nakige route... especially since everything about Leeruxu is built to be moe or ero, right down to her voice.
Nazuna is the protagonist's imouto (little sister for the uninitiated) and she is pretty typical of Clochette imouto characters. How so? Every single Clochette imouto shares two major qualities... they are a total brocon and they are extremely erotically designed (all Clochette heroines manage to be ero in a good way, despite being oppai monsters). Nazuna shares this quality with standard-issue tsundere piled on top, in the way of old-style tsundere (right down to the classic tone of voice when denying her affection). Also typical of routes for these heroines, the incest issue is mostly minor to the heroine and protagonist, though there is a short period of thinking over the difficulties involved. (incidentally, Nazuna is only #4 on my Clochette imouto list, with Konoka from Prism Recollection being the top so far, mostly because they did so good a job combining her quirks, her high intelligence, and fundamentally tragic innocence... oh yeah, and her perversion)
As a clarification, one reason why most Clochette sister heroine routes go more smoothly than most is because there is usually at least one other person who is supportive of the relationship, if not the entire group of heroines and sub-characters. While drama often pops up later on in the path, the initial transition is usually fast and easy, in comparison to blood-related imouto characters in other companies' games.
In exchange for not being overly focused on incest drama, this path tends to focus on the issues with their deceased parents and their relationship to the school they are attending... and the dreams they left behind for the relationship between Magia Saucers and normies (lol).
Note: I'm doing this VN really slowly, doing a path whenever I feel like it, but one thing I'm noticing is that there is a great reduction in drama from previous games by this company. While the issues of the prejudice between Magia Saucers and normal people are present in each path, in the ones I've done so far, it has been mostly mild.
Unusually for Clochette, Sumika is the main/true heroine of this game, though you can play her path from the beginning. Sumika is a kind-hearted, innocent young woman who desires nothing more than to see others happy. Her goal is to see Magia Saucers and normal people get along, and she works hard as the club leader to make it happen (while baking cakes and other snacks for her friends). She is an 'open book', as her spoken words and inner 'voice' don't vary from one another very often, and she is the 'voice' that heals the protagonist of his growing misanthropy early on in the story.
Her path, atypically for Clochette, is by far the most extensive in terms of dealing with Magia-related issues, the protagonist's past, and his problems with his ability. As a result, this path feels the most like a normal Clochette path, though it is also the only path that doesn't have an epilogue. It is an excellent path, but, having read it, I have absolutely no desire to be disappointed by Tsumuri's path, so I'll stop my play here.
As a charage, this is a top-class game, with all the best elements of a charage (ichaicha romance, SOL, mild comedy, etc) involved without most of the flaws (average/weak protagonist, lack of origin for romantic feelings, excessive dating). As a Clochette game, however, it falls somewhere below the midline, being just a bit better than Amatsu Misora Ni while falling below all their other works. That said, even a below-average Clochette game is still much better than the common ruck of charage, so I can honestly recommend it to those who love oppai and charage, lol.