My two cents
- Vampirism perk is way too op, just get lucky enough to stumble over it and you've basically gained god mode. I suggest adding more healing items/empowering current ones and nerfing vampirism. Or making vampirism drop only after certain levels, when enemies are stronger.
- The combat is just spam attack and retreat to refill stamina if need be. Parry is unreliable, especially because of my next point. If the dev wants to make a melee combat system heavily based around parry and stunning mechanics, I suggest enemy locking mechanisms, light attacks (easy to parry, low-mid damage), heavy attacks (lots of damage, hard/impossible to parry, requires dashing away), maybe even counter-attack (successful parry followed by attack, with extra chances of crit and crit damage))
- Very unoptimized. Expected for a 0.1, but still frustrating enough to point out. Also, the graphics setting both here and in dungeon keep her are weird. Maybe I'm blind, but I can't see the difference between low mid and high. However, for some reason, I can feel a difference in DRH, with high graphics being somehow more performant than low. Maybe they're reversed? Idk, as I said, I really can't figure out the visual difference.
- Crying doesn't really make sense. Why does it affect interactions with NPCs as a whole? I'd rather have it affect combat, reducing max damage and stamina regen. Maybe also affect interactions, but only certain categories like talk fuck and use items. Unless... (see after "a few more suggestions and stuff")
- Almost all interactions aside from asking "how are you" to NPCs seems to decrease their opinion. I get why stripping someone naked would elicit a bad reaction, but why does giving someone gear do the same? Shouldn't that do the opposite?
- Current way combat works is weird, even of a 0.1. No consequences for having 0 HP except a stun, mind does nothing except make one cry if drained. I would suggest combat to be based more around the stun mechanic, with combos/heavy attacks that can stun, and leave the player/the enemy vulnerable to being bound/toyed with. One would expect HP loss to have a much bigger role, like making the player lose the dungeon run and completely downing the enemy. Large HP pool would encourage the player to stun more instead of simply draining HP, in hopes of eventually pinning the enemy down and binding them.
- I don't think having to go through the dungeon until you randomly get the prompt to exit is a good idea. I'd suggest harder sections, more unforgiving enemies but the ability to go back the way you came anytime, so long as you have the stamina to do so. With maybe some special rooms that get sealed until all enemies are defeated.
- The auto masturbation start mid-combat on high lust is a very cool idea, though I'd suggest the camera remains the way it is when this animation triggers during combat. It's confusing and annoying when the camera suddenly gets yanked away and starts doing it's thing, namely NOT giving me a good view of my character's animation, or of the ongoing combat. Speaking of which.
- It is my humble belief that the auto-rotating camera thing is bad. Horrendously so. Doesn't give me good angles of the action, and if by miracle it does, that doesn't last since it moves away one sec later. Free mode is good, a basic third person camera locked on the character that can be rotated around with the mouse would be even better.
- oh, yeah, almost forgot, don't know if it was reported already since I'm not in the discord, but there are times when a generated level has hallways that cut off into nothingness.
A few more suggestions and stuff:
I'm guessing the mind stat being in means that there'll be afflictions related to it like fear &stuff just like in DKH. On that note, related to an earlier suggestion, with the possibility of running back anytime: crying, fear, terror and similar debuffs could be made very punishing, disallowing most interactions (like crying does now) as well as giving combat disadvantages, in order to force players to manage their mind stat lest they be unable to progress and forcing them to end a run early. Example: Mind being near 0 and crying debuff makes player character refuse to go further down in the dungeon, making the player either need to use an item, perform certain actions, use certain stations if available in the level, or turn back and end it there.
The combat, whether you make it more complex or keep it simple, needs polish. That said, I wouldn't mind a DKH style of cards battle either. Though, needless to say, it's own separate combat system would clearly make DRH stand out more on it's own, and attract a new playerbase. Well, whatever happens, it needs thought, polish, and better hitboxes. DKH doesn't really need much of that, but 3D combat is a lot about good hitboxes. Unless you're Hidetaka Miyazaki/FromSoftware and purposefully create virtual BDSM material for masochistic and tryhard gamers. Which... well, it's one way to do it, I guess.
Well, these were my two cents. DKH is a fun game concept and the way it is presented is pretty unique compared to other dungeon-management type games. And DRH is an unexpected (at least not this early) turn around of the first game. The fact that the games are made in the same engine, with the same basic concepts is interesting, and could lead to the two games becoming essentially two sides of the same coin, two complementary games. But to reach that stage, those games have to become complementary, meaning that both have to offer something that the other doesn't have gameplay wise.
Anyway, hope this is of use. Good luck with it.