Thoughts and issues as I try the demo:
#1 - Enemies can enter the gear and wall tiles, while the player can't.
#2: It isn't clear what benefits there are between capturing or releasing cultists when you first meet them. Having a brief tutorial on that would be nice. Maybe mix in the bunny's protagonist's thoughts, so we can get to know her. Seems like they are "keys" for certain salacious objects?
#3: When slime fragments combine and then stand to the right of a lore tablet, their name comes up. So we have both "Slime" and "Slime Fragment", both popping up at once.
#4: It feels like the AI for enemies can break, leaving them stuck in place. For example, a slime being stuck behind the visual aspect of a column, or the golem being inside a wall.
#5: Slight quibble with the Tentacle Trap lore entry: "weary" This means being tired - say, from being manhandled by such traps. Unfortunately in this case, "wary" is the correct word when considering the context.'
#6: Sometimes, the spacebar action command doesn't work. This most notably impacts combat, since I can't attack.
#7: The music is solid, and I like the overall aesthetic.
#8: I wish there was a way to let the protagonist get boinked without getting punished. For example, maybe "lock picking" the mimic chests by responding to carnal commands?