Hi
Sunshaded.
Thanks for taking the time to write this about the game. I appreciate it!
All excellent points! Many of which I was looking to address as the game went on. This is my first ever attempt at a game. Or any art / creative work in general

. So I've been learning as I go! Already there is a marked difference between the early fights and the newer fights!
I've had some help from a friend on Patreon to do some of the coding. So it made me REALLY happy to be able to introduce some QoL features such as skipping videos instantly and speeding up animations.
I'll go through each of your points and speak to them

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This post is mainly directed to Garystains (if he has the time to read this wall of text).
I always have time to read about me

. Seriously though I always have time for feedback (both positive and negative). It's really helped me improve the game so far!
Review of Gameplay
Thanks. It's nice to know that many of the systems I've put in are working as they should. Many of the systems are still in early stages (e.g. Goodwill will have more uses, the crafting system is still very basic). Once the Goth story arc is completed in a couple of months, I'll be adding polish to the whole downtown area before moving on to the next. With new side quests, characters, submission levels, etc.
Analysis of how game could be improved
Enemy challenge:
I know what you mean about each enemy in the ToT system being more unique and needing to study their moves etc. I am hoping to make it more like that with different damage types, or enemies having powerful moves that they telegraph, etc. With each battle I'm learning more and introducing new systems. I'm currently working on an active dodge system where you can dodge an enemies move and possibly counter a combo if you succeed in dodging all the attacks. Hopefully this will add a bit more variety. The latest two battles I've done (not in the free version yet unfortunately) both have different gimmicks which hopefully mix things up a bit!
Maps:
Aye, I understand that this is an issue

. Believe it or not I've already made the maps around 30% smaller! The initial plan was to have lots of enemies on the map, however to mix up the locations I've ended up moving to smaller interior settings. So I may look at reducing the size further. The fast travel system is a really good shout. I'll look at implementing that in the next few days as shouldn't be too much effort. I can also put blockers in where you can't go yet. That's also a great idea!
The random encounters level up as you do. So the exp you get from them increases at your level does. Meaning eventually you get a bit more from them.
Battle system:
This is still very much a work in progress, and one that I'm constantly trying to improve on!

. The "TP to stand up" was always very much a stop gap after players asked me to remove the QTE. The idea of a QTE that gets easier then automatically standing up after 3 turns is a good one. I will look into it further. In the mean time I may reduce the cost to 10 as you suggest.
I'm also looking at having some moves that you can only do when knocked down. Maybe just a QTE to stand up, but a QTE and some TP to try and stun them at the same time? Riskier if you fail as you waste the TP, but means you can get a free go if you succeed.
I would love to have more complex moves you coud do when down. But it would mean new pictures for every single fight (as animiating your moves is more difficult, since the images would need to change for each enemy). It's not impossible though.
Focus:
A QTE was the initial plan, and now that I'm introducing the active dodge system, this could replace the focus sytem. So an enemy tries a ballbust and you have to dodge (which the speed factor will make easier). If they succeed you'll be stunned and have to dodge a series of follow up attacks. I think that would be more dynamic. I'll see how it works in the fight I'm currently making. If people like it I'll replace the whole focus system.
TP:
I can review this, and at least remove it from the stand up. Maybe I can adjust attacks to give you more TP, or have a willpower move that costs 100wp but gives you 50TP or something like that. As I say, everything is a work in progress so happy to try new solutions

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Defending:
I agree. I'm going to look into telegraphing moves etc, which could make this more tactical and interesting

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Healing:
I can look into this. I haven't reviewed the amounts you heal at later levels for a while. So can adjust if needs be

. There are also more systems I'm bringing in which may help with this.
Attacking:
In the future, you will learn new moves by being submissive to enemies (at a daily Goodwill cost). So you can pick and choose which moves you have (Though keeping too many at once will drain your goodwill). As mentioned above, this will also allow me to introduce moves that are stronger against some enemies, mixing up the tactics a bit.
Frequency of sex moves:
I was connsidering changing these to be every X amount of turns or otherwise making them less frequent. Possibly intrroducing a TP system for enemies so they can only use them after building so much.
New Features
I'm looking into most of these already

. The new attack moevs I've mentioned above. The press 'x' to skip is a requested feature I'd like to introduce. Having our moves be quickly shown might be nice. The only reason I haven't so far is that in some battles you have a different outfit. Which would make it more difficult to put in. Again, not impossible though.
Progression
I'm going to go back and reveiw all this in a couple of months as it does need looking at. Unfortunately the quest system is a bugger to programme! Which is why it's a bit sparce at the moment. However your ideas are all good ones

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Chastity
I'm looking at a system for this. However it is quite difficult. I will introduce one though! As you said, it's the sex attacks that make it tough and every one would need a new version!! So very time consuming, but I'll get there

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BDSM/Slavery
The "Dungeon" system is currently in development. This will mean that after some battles you can be captured and taked to a dungeon for "torture". I'm still working out the kinks (pardon the pun) of that system though

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Crazy ideas
At few of these aren't a million miles away from things I have planned already. However these are more long term ideas!

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Thanks again for the feedback. I hope I've answerd most of the things you mentioned. I'll try to make some quick changes (reducing TP for standing up and introducing fast travel) fairly soon. Other things will take longer but I'm hoping to get the whole system more streamlined over the next few months!

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