Love this game, but there's a lot of concerns I have. Some have echoed them already, but I'll jot them down anyway.
·HP Bloat: A lot of enemies have far too much HP. The zombies in the Shack take a lot and, that's fair, they're slow moving and even their lunge isn't very fast. The spider queens are super tanky, and while it works, I think it's just slightly too much. However, I can't say the same for the Jennys and... well, all the goblins in the Jungle. It's kind of ridiculous, I actually think that the orcs might have less health than the goblins. This works against the Shack, too, since it means zombies 1 and 2 are almost identical to grabbers, aside from grabbers having a more dangerous attack.
·Strict Economy: Using money to do things like open doors and toggle generators is, frankly, kind of ridiculous. Especially given how much some of it costs. 500$ to open the back door on the shack is silly when guns cost 1000-2500 (if you're getting the good ones, anyway), and F.E.R takes a truly silly amount of money. I'd personally recommend having a secondary resource or pickup--it could be keys, it could be unique per-stage, it could even be something you have to assemble or get specific ones for specific things in random orders. Hell, if they're generic keys maybe put them in the healing item machine. Point is, opening some doors isn't worth it, especially since...
·Wimpy Unlockables: The flamethrower in the space station and the laser rifle would be really good weapons... If you could get them out of the vending machine and also get them in different stages. As it is, the weapons are ill-fitted to the stages they're in. The flamethrower is good for crowds with its piercing effect, but not good enough because of its range and damage. It doesn't hit litigants hard enough to stop them from rushing you down anyway, and the only thing that panics from the fire as far as I can tell is the facehumpers. Meanwhile the laser rifle is a one-shot weapon... for a stage whose priority targets are either fragile or equally as tanky as the cannon fodder. An explosive weapon would be much more worth here, or even something like Killing Floor's Zed Eradication Device, where it gives you a radar showing you where enemies are. With how labyrinthine the stage is and how Jacky loves to just be there when you dash backwards, that would be useful. But as it is, these two weapons are just not worth unleashing Jacky and the facehumpers, not to mention the steep price.
·Why is it so random? No, seriously. The gun vendors having totally random weapons each round is bad enough, but then you get to things like Sunny ducking shots to reduce the damage and lower her hitbox. I've had a Sunny duck five shots in a row, getting me backed into a wall. It's frustrating. She needs to have her ducking be some sort of pattern, or like, duck the first shot always or every three shots or something. The enemy density on each wave is also randomized, leading to things like getting rushed by seven Abbys spaced apart so perfectly that you can't dodge them, or getting divebombed by five flies at once. This is exacerbated by the pistol.
·Oh my god, the pistol. Sorry, I'm going to get mad here. It's not really a gun. It's a handheld device meant to propel long-boiled chickpeas at a moderate speed. Most of the stages are fine for this... well, no, that's a lie. The Shack and FER are fine for this. In the space station, the pistol doesn't have enough DPS to make the litigant rush feel fair, especially because of the ACCURACY. Oh my god, the shots go at impossible angles. Shooting slower doesn't seem to help! The sqoids, then, are even more of a pain, since you have to mash your face up against one to get a clean shot. The jungle is also terrible; on top of all the goblins being way too tanky, the bear traps can't be rid of in a timely fashion unless you have a shotgun or, like, a sniper rifle, because the pistol is so inaccurate that, again, you gotta mash your face up against it to clear it. The vending machine drug that increases accuracy doesn't help because with that much money, you should be getting a gun instead. And then, the caves. The pistol is ideal for flies and maggots because it instakills them, theoretically. Only, the bullets take vacations to other dimensions whenever they feel like it, so hitting a fly is like trying to get a royal flush, and maggots are even worse. Please let me stomp on maggots. Please let me literally jump on or dash past them to kill them. They're maggots! I'm not gonna hit them when this pistol's cone of accuracy is wider than my tastes in pornographic material! It does indeed hurt the game, to be honest.
Some other minor complaints is that I wish enemies climbed ledges slower so you could use that to get an advantage, and I wish there was a way of increasing your stats or some such. Plus, the consumables that heal you only feel worth it when you're trying for a specific achievement, which is fair but you only do those once and you basically just wanna rail anaphrodisiacs so the enemies break you slower. There's no pleasure or heart heals, which is weird, so. I do wish some of the resources healed over time--strength and pleasure are the prime suspects, and they don't even need to heal fast. If it takes a full minute to heal 10% strength and pleasure that's fine, but if I'm standing around not getting hit it feels kind of weird that I stay on the verge of orgasm and weak as a baby... Also the bunnysuit disappointed me because it's a top only and doesn't connect with the pantyhose properly, but that's a minor issue. And the game's buggy, but bugs are hard to fix so I can't exactly hold it against it. But it does make Muscas a game over since they don't bring you back and instead softlock, and it does make pregnancy-having stages kind of weird since giving birth too fast can get you softlocked.
Sorry for getting all negative. I see a lot of potential in this game, it's incredibly good, but it's also very frustrating at times and I'd love to see it improve even more.