No, perfectly alright to ask. Again, I outline what I plan to add in the roadmap devlog, but to what you brought up specifically: No new weapons, though there are some simple additional battle mechanics planned, mechanically the different colored hyena enemies do do different things, though it's modest and toward the later part of the game, and I MAY add another enemy in the later content packs, but we'll see.
giving it further playthrough, and beating the game several different ways, i can see what you mean. it would be nice to have more variety of enemies. i get that putting in new weapons is tricky. however it feels like theres only two ways to play, losing or winning. theres not much in the way of things like status you can inflict on others. would actually be kinda cool, if you could intentionally seduce enemies to win. i gt what you mean, its very obvious you have things planned out, especially towards the end of the game.
In a way that's what the mechanic for this game grew out of, the seduction idea: a lot of games like this have that. But when I was initially testing it always felt too...voluntary. The core kink of these games is loss of control, and if there isn't that drop-out it doesn't really hit right. That's a subtle distinction between this and a lot of similar games: the tension isn't so much between being respectable or slutty, it's about having control vs losing control, in a variety of different ways.
In general though, yes, it is a bit basic on the fights. Half of this is intended, the other half comes down to shortage in time to generate assets. Even if I had a team of artists who could spit out great stuff really quickly, I wouldn't make the battle mechanics super in-depth: My goal has always been for the fights to be a modest challenge, but nothing wildly complicated or difficult. In an ideal world though yes, there is some room to put a little more flesh on the bone. No plans to expand much on that in this game though, besides what I've already mentioned.