I did enjoy my first playthrough, but I do see there is a lot to do still for it to be a completed game. Let me try to break this down into chunks.
1: Right now, I'm not really seeing any ways to really either win or lose the game, but I can see there can be multiple ways to implement game-ending content. Like, by the time the player/s run out of room tiles, based on the limited combo of Omens that were played before the tiles ran out, a unique monster (Vore Based Monster I would guess) would spawn in their scenario-specific room tile and then purse the players throughout the mansion until all players are either, vored and digested/dead, all remaining players have escaped the mansion or the players have defeated the monster. That is what I would imagine, end-game content for this game would look like.
2: I think having a mansion tile limit of either 50 or 100 would be good enough for a round of play but it would also be good to have more available tiles than the limit to allow for diverse exploration and scenario replay.
3: As I was going through the mansion, there should probably be a limit as to how many omens can be played in one round. It probably should be a rather rare event that is supposed to bring dread (or excitement 😏) because each Omen brings the monster boss spawn that much closer.
4: While having an abundance of items in the mansion is good, I think an item limit of 4 or 5 for each player is more than enough to add strategic player decisions as to how they want to approach the game, rather than becoming a walking arsenal. Any more items will have to be dropped and left behind in the room. Leaving the possibility for the player to return to it, if they need to swap out, or leave it for another player to collect.
5: For NPC room characters (like the shop lamia lady) I see the little vore interact option is there (and probably the only vore thing I found in the whole game) it's nice, but of course right now it is very inconsequential as getting vored really did nothing. I actually have a rather nice idea for these NPCs. What if each Room NPC Vore Character was like a small instance dungeon? Like, the player chooses to be vored, and rather than just having a small block of texts, the player basically enters a prebuilt dungeon that is reflective of the internal anatomy of that npc character. The player can either choose to let the scenario takes its course with the npc's intentions and allow the character to be brought to the digestion room (whether that be a stomach, womb, mammary, etc - all depends on the type of vore you choose to add) where the player gets digested with a few saving throw chances to avoid death and escape the room, if the player so desires. Alternatively, the player can resist to escape out the entrance with costly rolls or do a full body tour to escape. There should probably be some sort of consequence if the player manages to escape the vore scenario that will allow them to continue the game in a unique way.
6: NPC companions are a nice idea. There should probably be a limit of 1 or 2 companions a player can have at the same time for the whole session. I think this is a good way to add a small RPG element to the game to allow unique dialogue options for each possible companion npc. Dialogue can lead the player to either, romance and be a companion, get rejected and lose out on getting the companion (At least until the player tries again but at a cost), or gets vored by the NPC that could either lead to companionship, rejection or player death. A companion could be a good end-game feature like, if the player gets caught by the boss monster, the monster will instead vore the companion, giving the player another chance to continue the game.
7: I see your main focus is tome make an erotic vore style game with some horror to it. I think this is pretty good but I do want to address some conflicting themes I am seeing. Basically, be careful how you implement horror and erotic together, because, you can have sexy characters and environments with some horror themes attached to them to create pretty spicy and weird fetish opportunities for the player to experience. That's great! If that is the focus, but be careful when bringing in actual horror details. If the environment or character ends up being very disgusting, and unappealing to the player, it may end up turning off the players' vibe and kill the erotic nature that you are trying to bring in. Just be mindful, considering that most of what I played already has very little to do with erotic and more with actual horror.
8: Also, this is an erotic game where the player will most likely want to experience some of the fun negative consequences. So, it probably would be best to give the player options to continue playing instead of restarting the whole game, losing a lot of progress, each time a player has a lustful moment.
Hmm... I think that it about all I can think of at the moment. What do you think?