So, I played through the combat and sex demos. I don't have a ton of feedback about either, but...
Combat:
-Basic mechanics of combat seem reasonable to me... separate movement points and action point pools.
-Combat looks fine.. animations are nothing to write home about but serviceable for what they need to be.
-Level of feedback on most things needs to be improved... if you use the mouse, there's a lot of double clicking, but it feels like trial and error, because the cursor never changesto give you feedback on what you're doing.
-The blinking cursor also doesn't fit the environment art so well... and it clashes with the square grid, while feeling like it's on a completely different z-plane.
-The demo tried to explain what RPs were, but I didn't get it... seemed like a resource that is finite per encounter (vs. AP which come back each round). Since I didn't know what most of the abilities did, and just killing the enemy seemed more useful, I mostly just used charge and the primary sword attack.
-It would be good to get more feedback for things like why your attacks are suddenly doing 0 dmg (against one of the robots in the 3rd fight) and how to overcome whatever ability it used.
-Basically, just more feedback in general. I'm sure that'll come later and you're just trying to dial in the basics of the combat now.
-Scan doesn't seem useful atm. Presumably, it will give data that can be acted upon later? And it'd be nice to be able to see the target's stats at some time other than when attacking. (Maybe that's possible and I just didn't realize it).
-Was there a visual indication/representation of initiative/order of combat, because I didn't see it. Is there planned to be?
-It doesn't seem possible to attack over/around a target right now. i.e. If my character is directly between the enemy and an ally, that ally cannot use their ranged attack to shoot the enemy. Is that intended? Also, are all ranged attacks only on the up/down/left/right, or can people shoot diagonally? There was no feedback here other than the inability to target the enemy.
-Basically, mechanics seem fine, UI seems rudimentary but workable, information and feedback need to be boosted, and some elements likely need polish, as I'm sure you're aware.
-Oh, and being able to choose facing is nice, but some indication of whether it matters (I'm assuming it will eventually) or even that you're in the 'choose facing mode' and that's why the next turn hasn't started would be good.
Isometric:
-Isometric stuff is great. I like the art style. Navigating felt seamless.
-POIs were kind of lost in the scene at first... you see them but don't realize what they are... might need some sort of greater feedback like having them change from blue to gold on mouseover or something to clearly separate them from the background.
-Only other issue I had with the POIs (once I realized what they were) was that I assumed in that apartment map that the front door was up at the top of the map (which was the bathroom, apparently), not the bottom,. so I hit the door scene earlier than I expected/wanted to
-Dialogue and choices were fine, although the 'person's pic pops up from the group of pics' method to identify who was speaking in the isometric dialogue mode felt a little bit klunky. I know you want to show all of the people involved in the conversation, and the present approach does that, but it just feels a bit silly to essentially have their portraits collectively doing the wave as the convo continues.
Sex scene:
-I was fine with the models and the scenes themselves. Obviously, the placeholder image for the protagonist was a bit distracting, but I know that's temporary
-I'd suggest making the 'live camera' choice just a toggle on the side instead of something that stops the scene and has to be selected yes/no every time.
-I think I remember a handful of skill/stat checks (like when you emerged from the bathroom), which was a nice way of bringing more of the RPG into the porn part
-Minor, personal ask: there are a lot of choices during the sex scenes, but as far as I can tell, none of them matter, really... aka they're all closed loops that give you a different bit of scenery or action and lead back to the main sex scene. That's pretty common for the sex parts of porn games, but it'd be nice to have choices in those scenes be more involved/weighty, and for them to be integrated in with the narrative. (i.e. choices you make in the sex scenes have consequences both for those scenes and for the narrative as a whole.) Example: when it comes to oral, you get one choice (vs. sequential choices to do each of them one after the other), and that one choice has consequences for the rest of the scene and also outside of that scene. Choosing to focus on Lore triggers Faustina who responds either positively or negatively within the scene itself, but also once the scene is done. That sort of thing. Sexual C&C. I haven't seen it really done much in this sort of game, and it might be a bad idea for the same reason some devs think C&C is a bad idea in general (cost, loicking content away, etc.), but it'd be interesting.