I've been playing the game for a few days now, gotten relatively far in game, particularly around the fort and giant uhh...goddess or something?
Used to play as a enchantress but opted to switch to a warrior then try to commit to it. Got some issues but overall was nice. As far as gameplay and plot goes, it doesn't have much. It's nice but lacking. A lot of things feels missing, A lot of things can still be improved, but a lot of things are already good as well.
Pros:
The art can quickly make you get aroused, they are really well done. The only thing that I could ask is for more.
Music, I actually haven't been paying that much attention to it from nutting so much, lmao. But overall, I think it was nicely done as well.
Battle, comprised of combos with more attention required to various details such as positioning and stance. Gotta take notice of ways that you may win/lose even without taking any damage as well, nice addition I'd say.
Cons/Suggestions:
Unbalanced, as far as I can tell, some moves are just broken, at least they feel broken. As for battle, regardless of agility, your foes always attacks first with the exception of getting a chance to sneak attack if stats are good enough.
General gameplay, not much replay-ability except if you want to collect all achievements and scenes. Each tile is generally one time and done thing.
Narrative is kinda a mess here and there, a lot of inconsistencies like referring to the goblin sometimes a she or he depending on the interaction. Player character insisting on being a he when by default wearing a skirt which is just odd, even the brigand wears pants and refers to themselves as a she. So so, but overall is still nice to read.
Map can become highly redundant, with only minor changes every new game session in terms of possible branching routes. I suggest adding a war of fog which will generally obscure the general layout (except major locations silhouettes like the Fort perhaps but still covered with a shadow/shade) rather than automatically being revealed albeit lacking info still. Revealing only up to one tile whenever the player moves with minimal information corresponding to the relative stat/s as it is already but could still be improved. On that note, when scouting, it needs to get reworked, like already scouted locations should remain scouted just like how it remains to say so in the world map whilst giving a glimpse of what the next connected tile/s would look like (e.g. if it was a forest, mountain, plains.) if scout level/stat is high enough though with a chance of some changes to previously unvisited scouted tiles like (e.g. wolf encounter event - a random passerby was getting laid) if enough time had passed or so. It would also be nice if characters like Thrudy I think and the others was it? Was only visible on the world map tile if the tile was scouted or if enough player had enough of the respective stats though the encounter would generally be the same or perhaps with some more minor/major changes, depends. Don't know if this makes any sense, honestly not sure anymore if I am making sense but anyway, just some ideas that I think would be neat.
Dignity, still don't know if it has any purpose except for affecting some ending/s. Would be nice to get reworked like, fucking animal er furries and monsters alike would make it lower as it just seems relatively deplorable whilst fucking more humanoid ones like the brigand (the only one so far that fits the bill) would further raise it as it is some sort of punishment to them and be on the dominant role as you have won the battle by doing so. Mmm...anyway, something like that, all the nutting is getting to my head, lmao. Oh but like, as for the goddess or angel or so, maybe get some favor or something? Makes the paladin questionable though which I think is already is, meh.
Honor/reputation system. (Suggestion) would be nice to have something like that which can have some sort of multiplier within the town/s and maybe encounters. Like the more beasts you beat, the better within the town but the worse to those said beasts which will affect future interactions like harder to negotiate with perhaps or something. Not fully fleshed out in my head but I think having a fleshed out system of that kind would make the game better...or not? Idk.
more accurate class weapons, like daggers for thieves and bows for huntress which I don't know if is already a thing (Haven't seen a single actual bow in game yet that is an actual item.) reworked clothes, maybe some give some stats bonuses that makes sense? like, a dress that gives more charm and agility but less/no defense or something.
Conclusion: Nice game, excellent for nutting, doesn't make much sense.
I'll stop it here for now, I want to try story mode to maybe get a better idea of how the player character should be like or so. Once I can afford to donate some money and become eligible to access patron. On that note, once I get the patron copy or so, can I play the story mode for that one update version to the one that I downloaded whiles having membership or so, or do I have to pay again for future updates. Like is it like a pay once kind of thing or pay for future updates or something just to be clear? If it's okay to ask that is. I'm just gonna wait for more updates as of now.
Edit: Oh yeah, just remembered. I think it would be better if the player character started in a small town and wasn't just thrown out into the wilderness. and the next town if there is any other ones anyway should be relatively farther to give the player more to grind or something.
The centaur camp at the plains, they say you'd be able to camp with them if you won but you couldn't even rest with them or at least near there camp which I think you should be able to and be relatively safe from goblin attack/s but have a chance maybe to get attacked by centaurs' with a chance of fending them off of course or at least the more foolish ones as I think they should generally be like honorable or something.
Day and night cycle, it just feels that those are broken and need to be reworked. Make them longer(take more turns before changing) then make the night much more possibly dangerous to make more sense of talking shelter somewhere safer like the town instead of just camping out or not resting at all.