For version v0.07 Trial.
The game design allows and assumes the player is roleplaying as the investigator. Rina has conflicting motivations. She wants to catch as many perps as possible, and she wants to avoid being molested (but still enjoys it). The design mirrors these motivations onto the player. The more perps you catch the better your current and future runs, and the more you get molested the closer you are to losing your run.
Playing well doesn't turn the moment-to-moment gameplay sexless, because of how the combat system is designed. First, it isn't a standard combat system combined with a sex combat system; it's purely a sex combat system. Second, the player's offense is primarily reactive.
There is no reason to intentionally play poorly. Because the game is played in runs, the difficulty is constantly scaling, and the player is encouraged to play to their limits. There's an option to get off the train to save your progress, or risk staying on the train till the next stop to increase your end of run reward. Currently it doesn't seem like there's any real penalty for losing, so if you aren't able to clear the train line, every run should end with you getting as far you can. Also you're incentivized to play on higher difficulties to get more rewards.
The game requires thought to play. A lot of reactive games struggle to create interesting gameplay, but this game succeeds for two reasons. First, it focuses on action economy. You can often get more value out of your actions if you delay your response until later, but you have to balance this against dealing with threats as quickly as possible. Second, the focus on level-up perks. The perks aren't balanced, but they don't need to be. They typically have diminishing returns, so a choice that starts out as obvious will eventually test your knowledge as you get further in. And by the limited nature of your choices, your knowledge of all the mechanics will eventually be relevant.
All of this comes together to create situations where you are trying to avoid coming, if you played better you could avoid it, and yet you fail to do so. If that sounds like your thing, then this game is for you.
Where this game could improve is in further skill expression, balance, content, and mechanical transparency. It already has more mechanical transparency than most games, but it still could benefit from more. I would love to see a timeline somewhere in the UI that shows when all the various actions resolve. You currently have to estimate how many seconds correspond to a distance on your screen. And it would be nice if damage and hit rate were more predictable.