I always enjoyed the gameplay loop of JSK's games, and this is a pretty fun variation.
Bugs: Clicking too fast after attacking can 'lock' the game. This can be particularly frustrating when you want to click ASAP to build stagger.
Having 0 Agility breaks on entering any sort of combat. Recommend hard-capping this at 1.
Thoughts:
Gameplay is pretty fun, and all the stats see some decent use. Even MP which I had initially written off entirely at first.
Demolish is the first to lose out, as anymore than 20 is useless right now.
Incubus Energy is next, as raising the pleasure bar only seem to give cash right now.
Attack is mixed for me as always for these games. I don't like killing them too quickly.
Health is good, but only as a moderate investment, since Armor Break counters remove the incoming damage, and block reduces it to 7, so you only need enough to keep you going.
Agility and Smite are king as usual. Agility to keep enough reserve energy while hopefully building up some energy to attack back.
Smite functions similarly, it helps keep them locked down when you do attack, and gives you more time to recover energy after an attack.
On the flipside, for the auto-battler segment, only attack and health seems to do anything, which is a bit obnoxious, as those are probably my least favorite (Sans Demolish) to invest in.
Overall I'm looking forward to seeing more, although I'm one to prefer in-combat and gradual lewding, i'll definitely keep an eye on future updates.