Absolutely ridiculous volume of content for a month-long game and I haven't even seen the last three levels. It's got fully illustrated story segments, detailed character models, and gorgeously varied environments. Very cool art style. I'm extremely impressed.
The gameplay is innovative and clever, but a little too demanding. The clear times require a lot of luck and full mastery of the controls. You can try giving the levels an action limit instead as an alternative to the time limit to make them less stressful and more strategic. Some of what I think of as the more fun levels suffer from demanding perfection in a very imprecise game environment. More generosity with insertions would also benefit the controls, most levels are 1 minute of positioning myself at the dildo and another 3 minutes of trying to get it in. While this could be called part of the game, it feels too punishing for players who feel like they've reached the objective and don't understand why the game doesn't think they've cleared the level. If precise insertion is part of the game, then I would like to see some sort of closeup window open when you're near the target, so you can "thread the needle" with a better degree of control.
Additional mouse controls and visual feedback could be added to help the player be accurate. Right click might spin the camera without moving any stray body parts. Scroll wheel or the middle button could be be used to cycle through different characters or even specific body parts to reduce confusion. Quite often the circle that's supposed to show if you can attach is hidden by the terrain. Perhaps there can be a small icon at the bottom of the screen that tells you which body part you've grabbed and if you've dragged it to an attachable spot. There can even be something to indicate your proximity to what the game considers to be the target.
The vase and lasers levels have very fun setups, but could use some sort of an easier but more time consuming route to help players who are struggling. The level 10 gloryhole has proven to be completely beyond my skill and no matter how many hearts appeared from any character combination, the level was not considered done.
The music fits the tone of the game amazingly well and does a good job at diffusing any potential player frustration. Some small suction sounds for attaching and rubbery ones for not attaching might be fun and would clarify the action a bit if they play directionally.
I really liked this game. It's got a wonderful stylized atmosphere and an action driven story. I think that with some polish the gameplay can be very fun and any small imperfections will easily be forgotten in light of how innovative it is. I'm still astonished that you've finished 14 levels with unique 3D areas AND story illustrations AND 3D character models in addition to making a game that couldn't have been easy to code. Crazy stuff.