Got onto easy mode and beat the whole thing with matching orbs without combos as fast as possible. Didn't even take a second try to beat the Fallen Angel (although IDK how that's a fallen angel. Looks pretty holy to me still. Maybe it's the tits?)
If you're complaining about the difficulty, you should probably try and make combos more, or make bigger combos, or turn on easy mode.
Although, this game is not very good at slowly easing the player into the difficulty in terms of combos. Compared to Zuma, with the ball-inserting method, this game's ball-swapping method is much harder to set up combos in, especially large ones, and especially when on a time pressure from attacking enemies. I tried beating the first level with my current level of understanding before I turned on Easy Mode, made a bunch of 2-combos and even some 3-combos, but I still lost. the way the game is made, it feels like it's always worth making fast, easy matches rather than big complex combos, since combos take way longer to set up unless you know what you're doing (eg. every new player to the game), and don't reward nearly enough multiplier. If a new player can't even beat the game's first and easiest level, then unless you're aiming for the game to be insanely difficult as it's main draw (not something you want in a porn game usually. Most people play these games hoping for something else to get hard.) then having your first level be unbeatable is a sign of bad difficulty.
If I had to fix the difficulty, I'd add more levels, maybe splitting each character into 6 levels, and upon beating each one you'd damage a single piece of clothing, or something like that. A-la Monster Girl Incursion. The first level would start out much
easier, with it being clearly beatable with no combos, although maybe I'd even have the map generate with obvious combos to reward players who think to make combos. Then, I'd also make it so that any balls popped in a combo whatsoever give like way more points, with a multiplier for further combos in the chain that decreases in power as you go on. Something like combo-ed balls give like 3x points, and balls in a 3 combo give 6x points, and those in a 4 combo give 8x points, and so on. That way even small combos would be good, and would make mega-combos less of a necessity. I might also add a feature that allows you to pick up a single or maybe pair of ball(s) and store it in a "hold" like Tetris, to be placed back into the track later. This would be similar to the Zuma ball-insertion system, and would also make big combos less time-consuming and thus more viable.
Let me know if you think this would fix at least some of the issues.