Haha, wow, this game blew up quick! You've got a real good project going on here, Perveloper!
You've probably heard all this feedback already, but I'll add my own to the pile
I'll start with the game mechanics!
In my personal opinion, losing Strength from both regular attacks and sexual attacks, is a big hit, especially considering the only item that heals Strength restores a measly 20%, which you will lose *fast* unless you are quick on grapple escapes.
Orgasm never fading away naturally makes some of the sexual experiment challenges (and general survivability) a lot tougher. It means you have to constantly ration Anaphrodisiac, and you will ALWAYS need 2 anaphrodisiacs to keep your libido at 0 (as most sexual attacks will raise your libido upwards to 35 and more). While I understand the theme in the game is to fail and try again, it's still frustrating.
Either the costs for everything is too high, or you gain cash too slow. Blowing out money on opening doors and nothing else, hoping you'll survive is a bit of a risky proposition on the maps that have doors.
Gun inaccuracy on the starting pistol is far, FAR too harsh. I understand that a starting gun isn't supposed to be all that impressive, and not meant to carry you through, but I thought the formula would be something like "low damage, high accuracy" instead of "mediocre damage, horrid accuracy".
The down-time between waves is *far* too low on some maps. F.E.R for example, puts the drug dispenser and gun shop at the absolute opposite ends of the maps, which you cannot even HOPE to reach in 30 seconds. To make a conscious decision on whether you value ammo more than you value medicine, in a tough survival game like this, is rather sadistic, IMO.
Onto the maps:
Shack - Is probably the baseline you should have designed the other maps around. While variety is certainly good, and maps posing different challenges to test the player with are needed, I feel like Shack is perhaps the best "all-around" map template.
You get a single starting area that has a drug dispenser on, with 2 wall guns, a ledge, and a long flat area to fight in. I managed to reach Wave 13 with the starting pistol and Muger alone, by careful panic rationing and ledge play. You only unlock new enemies when you open the one door you have, but you also unlock the gun shop, and what's more, they're both within 30 seconds distance time! This sets the perfect time frame to go restock on everything and set yourself properly for the next wave (And the ledges also automatically deters the dog type enemy!)
Jungle - Right proper bastard. Long, LONG map, the shops are too far away from one another, the Goblin Trappers set down traps indiscriminately, reaching a point where the majority of the floor is just covered in traps that you need to take time and dismantle. You won't have this time mid-wave, and your down-time is already too precious due to the distance between shops... What's more, with no doors, you have to think carefully, because by wave 5-10, you will already be fighting the other enemy types (Orcs and the tiny goblin bastards that throw themselves at you).
Cave - I think a lot of people moaned about the maggots, and that's with good reason. You will always risk being grappled instantly when trying to get a bead on them. And this stage is so, so conditional. You want guns and drugs? Turn on the generator. When you turn on the generator: Muscas start spawning too. And by then, the Face Flies are tough enough to survive TWO shots from your pistol. This. Is. Sadistic. Either you confine yourself to the two poorly lit areas and keep farming money, hoping you can ungrapple from the increasingly large waves of enemies (and maggots), or you spend the money you farmed from the first 3 waves to have good visibility and the option to actually put some distance between yourself and your enemies - but you spawn the Muscas which have a giant lunge attack. Not to mention - The Musca has a fairly good chance of softlocking the game. Either it gets stuck halfway to flying where it wants to, or it's stuck in place when it gets to where it wants to, and doesn't release the player from their (awfully sexy) posture.
Space Station - Long, low-ceiling corridors. In a map full of fast, lunging enemies. Oh man, you are going to need a better gun and QUICK. The dim lighting is so terrible, you will need to stick to risky parts of the map if you want good visibility, or you can just forgo that and fire blindly into the dark areas, hoping to hit something. Strangely enough, this is the only map I don't have an issue with. The face humper might be annoying, and finding out how to remove it is a little mystifying, but I can handle this map too.
F.E.R - Oh lord. The beginning of the ruination. Large, sprawling map. Like I stated before, the gun shop and the drug dispensers are SO far apart. This stage has the most verticality, you'll spending half your time climbing up ledges and hoping nobody spawns from above, because you can still get smacked while climbing (a feature I find a little too punishing, to be frank, even if its just chip damage). The Jennys are fairly tough for starter enemies, but the Sunnys can go down relatively quickly, assuming you are a crackshot and can track heads as they dip. The tallness of the enemies presents a entire challenge all on its own... The fact you MUST spawn Abbys in order to get the gun shop is also quite sadistic.
There is certainly room for improvement, and these are my ideas:
Shack - Stays as is. In my opinion, it is a perfect balance of everything.
Jungle - Either give the traps expiration times, or reduce the Trapper's frequency of putting down traps. If possible, shorten the map or at least alter the location of the drug dispenser/gun shop.
Cave - Light. LIGHT. LIIIIIIGHT. GIVE US LIGHT. Reduce the generator cost, and make the Musca spawn after wave 5 or something, because having the Musca spawn as soon as you pop open the generator is so so horrid...
Space Station - Honestly, just better lighting.
F.E.R - Make all the enemies collectively a tad bit shorter so you aren't automatically fucked (heh) when you have your back to a wall. As with Jungle and Cave, reduce gun shop/drug dispenser distances.
And these are my non-map related improvements, I'd like to see added if possible!
Mini-maps! Everyone loves those. With active enemy location tracking! With some exception for "stealthy" enemies (i.e face humpers, Jackys).
Non-mission related upgrades! Things like improved starter gun damage/ammo/accuracy, dodge roll distance/recharge rate, all that funky miniscule bonuses that's all the rage in these sort of "fail-raped-repeat" games.
More content! But that goes without saying
Thank you for the fun game!