Typically from my perspective, I would say that the game seems too simple, but even simple games need a lot of prep and refinement. The video certainly helped changed my mind, as see how far the project is now certainly got my creativity juices going. The form of art that this game will be exploring is primarily animation loops. Again, very simple from how I usually see a project, from my arm chair... but considering just how much adult art content is sex loops (ie the animation section of this web site), that actually may be a great thing to focus on, something a content creator can keep working on after a v0.1, v0.2, v0.3 ... etc.
I'd actually like to see where this goes after the project matures and the animator(s) start to explore more nuances or ideas, such as story. For example, I could see there being a simple story mechanism, simple and linear. The story would be 'something,' broken up into 'scenes' ie each level. in addition, each 'scene' has a mood. For example a simple story would be a meet and fuck, the first level in the story would be what looks like the two on a date, looking at each other, smilling, giggling, leaning towards eachother, as one or the other has their hand on their 'something (ex thigh)', and the looping animation that fades in and out would be the hand rubbing that 'something' with the animation either increasing in amplitude or shifting the hand till 'something' happens. ie moving their skirt up and teasing their crotch or something. The next sceen would be the above demo video. The idea being that between levels the players can assume a story line, what started as a very intimate date leads to a meet and fuck. Then another storyline can start, ie a character at a gym, doing exersises (stretching) and catching the attention of others (or if there is an MC like character, the mc is noticing a girl (same/different character) as they bend over obviously lewdly). It would just be fun to see what kind of scenes you team could come up with when they are not just sex scenes but some how still lewd.
For the music you want, defiantly sounds like you'll need an actual composer, probably commissioned. But maybe just have the nice music for the main sex scenes, for less intense seens, such as my example of the gym or the date, I think it would be cool if you make the simple beat music work. I've only had about a weeks worth of musical theory experience at best, able to play with beats, cords, and start to explore melody's, but I still can't compose or combine anything yet of substance, but if simple beats like in the demo are needed that something I could see even myself doing/have done. My issue, and why you may still need a composer or do general commisions for even simple music, is to try and get a variety of sounds/beats that match a certain mood. Due to my inexperience I can't even think of the key musical elements for certain feelings or mood I want a song to have, I know the basic of major and minor cords and that's it. I haven't analyzed nearly enough songs to even know where to begin with setting up a certain mood.
Mechanics. As it is, I do have two major suggestion that I think would be important to improving the player experience. you want the players to look at the art/animation, and appreciate and notice the nuances of the animation. However, there are 2 issues to this right now.
first is the current prototype UI. I understand that with this being a beat game, the idea is that the player will be hitting the key in time with the music/beat. However, with only a minute or so per level, if this is like a lot of beat games, the player has to know the song ahead of time, know the beat, and play more by memory, but this is often in the case where the game emphasizes skill. If you are keeping this simple, something players can casually enjoy, then this sounds like something you want to avoid, because you'd rather want the players to pass on the first try. I'm not terrible with music, but I'm still garbage at beat games/osu, I make casual players look like gods compared to me, and I didn't realize a lot of my confusion until I started to learn music theory. So someone like me would rely on the visual user interface to first learn the beat, and stay on beat, meaning I'm not looking at and appreciating the art. this is the first problem.
To solve this, basically make the UI more obvious. and infact, make it obvious without players needing to look at it, either filling the screen or becoming part of the periphery. I imagine something like sound bars on the side (tuned to the base), so that they move, specifically taking up more area when its time to hit the beat (like in many music videos with the animated bares on the side). The bars don't need to be a true UV, it can be pre-sequenced/animated like what you already have, just bigger. perefireal vision is mostly based on area (silhouette) and brightness, subtle changes and color change like what you have now wasn't working for me (I often have this website muted), and I imagine it would be frustrating to those hearing impaired or who don't want to turn on the sound too loud and obvious.
You mentioned that their expression change, and I imagine as the animator continues to make more animations, they will continue to play with more ideas, new ideas, and try new things, creating more complex, more nuanced animations and details. what I fear is that a lot of those details may be too subtle and under appreciated. Those details could add a lot to the player experience, but they don't matter if the player never notices them. This is the second problem. How do you add detail and feedback which can add to the player experience? You already have a starting idea, with having the character's expression change. What I think can be done to improve this is to draw attention to this. This can be done in a few ways, Either a status bar indicating a goal. or A notification (mainly a shift in tone, color, some flash, nothing as detailed as an actually notification message), as the variable representing expression changes from false to true, or what I'm exploring with my own project currently is a notification that explains what happened and why, in this case, maybe a picture of a lewd face and something in big text like, 90% achieved! or something, so that players not only know what happened, but why. These are things I would consider adding before an official V1.0 release.