I really really appreciate your feedback! I love the idea of limiting the number of omens that can be played per round, otherwise, the player gets too powerful pretty quickly.
I had an idea for having omens to increase the chances of monster encounters, but I also like the idea of having monsters that can chase you. Currently, monster encounters only occur in a Pokemon battle style, where you choose to use items, attack, give up, or escape. Maybe if you escape, an icon can be placed in that room and they can roam around, as well as chase.
Currently, there's also no benefit in fighting monsters. They don't drop items as there are already a ton of ways to get items. Perhaps having them block your path or chase you is a good way to incentivize fighting when you can. Otherwise, you'd just get overrun by monsters. That can be fun in itself as well.
The board game was played with multiple players, so a lot more could happen in a single round and it'd take a lot longer to explore the house. I think that one of the weaknesses here is that you can explore the house extremely quickly, but I think omens can help with that, as the more omens there are, the closer the endgame should be.
I love the idea of limiting items, gives the player more choices and hard decisions. I do plan on some items/omens having consequences if stolen/dropped. Currently, omens give you buffs when you have them, but they should debuff when dropped. Easy way to handle that would be if you have too many items, you're too heavy to walk.
I love the idea of mini-dungeons! I definitely want to give the player more choices with vore interactions. I also want to give the option to offer companions rather than themselves, sort of functioning as a saving throw or an extra life if they want it. Currently, the only vore options are losing a battle or giving up. Having the player continue is a great idea. They can technically go back in time, but that's not very intuitive. Perhaps it could be part of the world somehow, like part of the mansion's curse makes you relive that night. Or maybe it's like you're another person... you find a monster with a massive gut and the items that they had.
Currently, some monsters only appear when you fail a roll on certain events. Considering that they are one of the core interactions, that probably needs to change, especially if players are trying to find certain monsters. Almost everything is random in the game, which does make it difficult to strategize. Maybe it'd make sense if some monsters only appeared on certain floors, adding more variety. Demons appearing in the crypt and pentagram rooms, zombie girls in the graveyard, archangels in the chapel... that kind of thing.
I agree with you on conflicting themes, and I feel that is a big issue currently. Part of this project was seeing if I could implement one of my favorite games in a unique way, and a lot of the theme in the original is heavily gross horror. Some of it works well! Walls made of flesh, slime, spiders, wolfs, etc... can easily be made erotic. Other elements... not so much (blood, madman, creepy puppets, creepy girls, gore, etc..). Having items that can be used for erotic purposes is one thing I want to add. It's definitely a hard balance, as I think some vore scenarios can be fun horror, such as a wolf or snake that simply doesn't care, while others could be more nuanced, like lamias, demons, slimes, etc...
I think one of the big steps I have to do now is make this into its own coherent game. I think the mechanics of the game show promise and just need some tweaking, and making it feel like one theme rather than two will be a big focus.
Again I really appreciate the feedback. It's really easy to focus on coding a game and testing it so many times that you're no longer sure if it's fun or not.
By the way, during your playthrough, did you run into any bugs?