I disagree. Considering some of the stars of erotic textadventure being somewhat famous have been text only, and only recently put some pictures inbetween their pages of text, that is wrong. Although, they do use some good and tested writers and know their audience, they rely on that to do their work. Generally you are wrong, but if you are talking about a novice in textadventure, you are technically not wrong. At least what you are writing is less of an advice rather than misleading.
We're gonna have to agree to disagree in this. I don't think "the stars of erotic texadventure" (whatever those might be) are considered to be such because of them being text only. They might be so despise of that, but not because of it.
The advantage of text games is taking less work to make, which makes it viable to make those for more niche fetishes with smaller audiences. Since those fetishes are too niche to justify spending lots of resources making fully animated games, there is less competition and those audiences will flock to those text only games because that's simply what's available.
And I stand by the idea that if porn writers were good writers they wouldn't be writing porn. I will die on that hill.
I concur for the first part. Though I admit that comparisons take a huge load off the writers shoulders. Consider this: comparisons can be very literal, or non-literal, as in they are overestimated, which is rather fitting in a way a female might think about something infront of her eyes and how it would feel. But generally, changing sizes is something that needs a lot of consideration in terms of consequences or how they behave. Comparisons of course dont exclude size changing, you can use comparisons either way, but dont just use household items for that. A baseballbat wouldnt fit into the setting you describe here, using strong vulgar words, with how "strong" the vulgar language is linear as to how big the described genitalia is. That works incredibly well, although it does has its limits. Writers take note.
The whole point of that second paragraph in my original post was summed up in the second sentence:
Allowing customisation of the dick sizes throws off comparative measurements with other entities in the world.
The rest is just elaborating on that.
Comparisons are good, but the things you're gonna compare stuff to must have fixed dimensions (unless you want the thing you're comparing to also change size depending on the thing it is being compared to, but that's odd).
I think the writer would want the less imaginative players to give access to some ideas to that part. You can always expand on the race choice later, but it is nice for many to at least know their choices and imagine the rest themselves. That is what text adventures are for after all. Though, of course the way how races "behave" in Sex should not be forgotten, as you say.
The point was that for now at least, the choice of character race has too little impact on the game to even exist. If you present a choice to the player, it should matter somehow. All the code regarding that choice could've been commented out and added back into the game at a later date, when the consequences of that choice are in place.
Except the hentai logic cum part personally.
That was just an idea but the OP said he didn't have many plans for gameplay either so I guess I'd voice some shitty opinions...
The gameplay and specifically the combat here is about the player's choice and their consequences. The player can be rewarded with currency and experience for making good combat decisions or be punished with the loss of that currency, loss of progress, "bad scenes" or whatever for making bad combat decisions. The reward and punishment are simple enough to understand and for the most part are just about balancing the two measures (you don't get a bad end for losing the tutorial fight and you don't get rewarded with a shitty sword for defeating a raid boss).
The player choices are more interesting. In order for there to not be a right and wrong answer, the outcome must not be predetermined by known variables unrelated to that encounter. In this game as it is now, you get three choices but one of them is always gonna be the wrong choice. Both "attack" and "fireball" yield the same effect, but depend on different stats and the player knows whether his magic is bigger than his attack or not. Combat is thus reduced to spamming the right attack until the fight ends. It takes away player choice by having a right a wrong answer. If you remove the choice, the reward loses its meaning because you're not rewarding skilful play, you're just acknowledging that the player can determine which number is higher.
Classically, magic is balanced by the concept of mana. By limiting how much magic can be used, now combat becomes a choice. Is it worth it to use magic in this encounter and risk not having mana later on or is it better to use conventional attacks instead, potentially prolonging the fight but saving resources for the next one? That is a choice. That depends on the player judgement of the enemy, the potential next encounters in the current area, the plans of going back to town or continuing exploring further on and etc.
It doesn't have to be done this way. There are multiple ways of achieving that same result, but I'd say that is the result you want to achieve if you want to create good and rewarding gameplay.
Tying mana to beast cum is a way to turn a game with porn into a porn game. Another way would be to have magic use increase arousal which in turn has it's own set of penalties in combat, like it already does as it makes you deal less damage. How that can be achieved doesn't really matter and it might not even be necessary to achieve that, but it is interesting to consider whether the game is gonna be a "game that has porn content" or a "porn game where porn is part of the gameplay". Defining that makes it clearer for you what are the tools you have at your disposal when designing the mechanics.
turn these random encounters into a relation ship itself. Not necessarily as they would be as named characters, but rather "relations" with that stranger. Afterall, after the 5th one-night-stand with the same person, you'd start to maybe ge deeper into certain desires or maybe share some other moments.
Not really my cup of coffee. Makes sense for enemies like the Minotaur which is a single entity but doesn't make sense against generic enemies like the slimes, as there should be multiple independent smiles. I leave those decisions for the dev, it's his game, not mine.