I can feel the inspirations here for what you're trying to achieve with the systems you've got, and I like the idea, so here's some feedback.
1. The In-Combat UI for actions needs some work.
It's a bit hard to know is actually happening after you've selected an action, seeing as selecting an action progresses a turn. I am making the assumption that you would prefer to keep the "taking an action is one turn" gameplay format, so I'm not going to suggest swapping to Dropdown menus where you could change multiple actions of different body parts then submit, but I would suggest cleaning the action section up a bit, including what the current action is (without having to read through the flavour text at the top each time to remember). To that end, I've quickly mocked up an example of how you could clean it up and include a bit more information to make it a little more accessible without being too much information.
Before:
After:
You can see that, with the inclusion of some line-breaks and extra text, it's a bit clearer to see what you're currently doing so that you know what a replacement action would stop.
2. The outcomes of your turn are a bit unclear.
You can see your own stats change from NPC interactions, but don't really have an idea as to how effective your actions are to the NPC, other than the vague little energy and arousal indicators next to their names. This is particularly difficult to use in conjunction with the actions you can take when you're up against multiple NPCs (which I will cover further down), and can be extremely obtuse to try and resolve the encounters the way you might like because it's a jumbled mess of information to process. I have mocked up an "Actions taken this turn" idea that could be shown after each time you take an action to make it easier to know what you're doing and to whom, as well as which NPC is doing what to you after each turn.
An example of where information can be hard to ascertain in a multi-NPC encounter (the image below). I encountered two batgirls using the same name (Frantic Batgirl), and performed an action on each (took 2 turns instead of being able to perform one action per NPC per turn, but if that's the design, that's fine). You can see in the description text it doesn't actually tell me which target I'm performing the actions on. This makes it very difficult to work with, especially with how punishing multi-NPC encounters already are.
3.0 Stats and Information pertaining to those stats needs to be looked at, and all documented where possible.
The HELP section is useful, except that, in the above screenshot, you can see I have a different kind of heart status that isn't described in the HELP section at all, so I have no idea what it actually means, nor what affects it. I believe the game would benefit if, in this currently early stage of the development, you made sure that any and all stats that are relevant are available to the player in the HELP section with descriptions.
Another suggestion would be to also include hover-text on each of the icons so that the player can simply hover the icon and be reminded what the name of the stat that icon represents is, such as the blue heart being energy, red being arousal etc. This means they don't have to constantly refer to the HELP section.
3.1 Number Bloat on statuses (Energy, Hunger, Relaxation, Mental)
Currently the status numbers are obtuse. They're represented as a percentage, but events take a flat number or increase a flat number that means effectively nothing to the player. In the image below, I quickly ran through the forest to find an example of what I mean.
This equated to about 5% of my relaxation, which means that the number is MASSIVE behind that percentage. Personally I believe these stats should be reworked, and maybe not shown as a percentage, but rather two sets of numbers, current and maximum. As you can see below, I worked out roughly what the max number would be if the above event was roughly 5%, and it works out to be some REALLY large numbers. I would suggest cutting these numbers down to workable amounts, especially if the encounters with NPCs work in very small numbers (as you can see above, the bunnygirl was taking less than 10 per turn from me).
3.3 Player Attributes (Exp, Strength/Endurance etc etc)
This information needs to be visible on the side-bar without going into the characteristics menu. There is very little feedback when you train a stat, and the only way to know when you can level up is to check the mirror (assuming you find it) when you're back at camp, or to check your characteristics menu (except that you don't know you're getting exp from encounters, especially skill exp which only notifies you when you hit a new level). Maybe also allow the player to level up when they relax under the tree or wash in the river, that way if they manage to level up before finding the mirror, they can apply those stats before going back out there again.
4. Encounter difficulty needs some scaling.
Encounters are punishing, and extremely hard to resolve with the actions the player has available, and that's only in a 1 on 1 scenario. I have attempted to use the Struggle option to see if there's an escape or flee resolution to an encounter, but from what I can tell it just makes the NPC angry to the point I succumb to pain multiple times until they run out of energy and the encounter is over, which also drains your relax stat extremely fast, depending on how many times you succumb to pain. From what I can tell, Struggle doesn't actually do anything useful for you compared to Punching/Screaming (Why is there no bite option? We have a mouth for actions and not all NPCs are weak to screams) or attempting to satisfy them sexually. If struggle was meant to be you trying to take control of the situation, it should provide different actions at breakpoints (it goes to a green number at some point but nothing changes?), such as the ability to attempt to change position, regain some of your status (drop arousal, get some relax or mental back), etc. This would open the avenue for the player to be able to try and wrest control of the situation back and perform more dominantly, or to attempt to flee the encounter etc.
With this in mind, I think that encounters should be a lot less punishing early than they are, making NPCs scale with level or experience, or making it so that your knowledge of the races affects how strong your actions are against that particular race (if it does, it needs to be buffed because it's barely noticeable).
Alongside individual encounter scaling, I believe that multi-NPC encounters need to be scaled better as well. Make each NPC easier inside the encounter depending on how many there are. At level 1, a 2 NPC encounter is difficult, and a 3 NPC encounter is downright impossible. It would basically be scaling down their individual stats, rather than scaling the players up for the encounter, so it would make them easier to satisfy, hurt, etc. Seeing as you can only take 1 action per turn to their 3, you are on the back-foot for almost the entire encounter, at least until you run a couple of them out of energy.
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BUGS:
- Clicking Luck during character creation provides an error for a missing closing tag.
- Sometimes you will have an option to Relax against a tree in the forest, but doing so gives you an error with no way of returning from the screen, soft-locking your game and causing you to lose progress if you didn't save, or any auto-wave was too far back. I have attempted to find this event for an hour or so for a screenshot but haven't been able to find it on purpose.
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The Long and Short of it.
I have plenty of other feedback regarding the game, but I do like where you're headed so far, and wanted to throw my opinions at it before you get too deep to be able to make some changes. Super early stages like this are a good time to create solid foundations for your systems and UI that you can build from and use to implement further ideas, and I believe that if you clean up the information that's available at the moment and make it a bit more accessible, more people will be willing to give it a try and provide feedback of their own for you to know how you're doing.
If you read this, I hope you continue working on this game and wish you good luck, I will be keeping an eye out for any updates on this going forward.