So I have some thoughts.
First, the obvious things:
1. - English needs alotta work.
instructions can be needlessly confusing at first due to constant spelling errors. This is especially notable since the primary in-game text at the time of writing is meant for tutorial purposes.
2. -Perspective shift buttons (left/right mouse buttons?) don't seem to work as intended or are needlessly convoluted to perform given the present instructions.
This makes the one H-scene and sex-attack present needlessly difficult to observe in 3rd person. I'll have more to say on the H-attacks specifically later.
3. -The Headbobbing is in DIRE need of toning down.
It's way too strong for the speed the character is moving at and it makes movement a generally queasy experience in combination with the soft freelook camera. Again, more to say on this later.
4. -Lack of enemy telegraphing or damage sounds for proper combat.
The only way I could find out if I was being attacked was by noticing my health bar going down. The only way I could tell if an enemy had grappled onto my character is if I saw the legs, which were already difficult to see past the bra. That and the moans were the rare telegraph that I was, indeed, getting fucked.
Now onto the more... detailed stuff.
1. - General Game Design
To sum it up: "What's the aim of the game"?
Thus far, there's a dungeon to explore, a general vibe with the low lighting and the presence of grapple/H-Attacks that are intended to incorporate seamlessly into combat. A list of features but no real intended game loop or basic design from what I can tell.
While fine as a scene viewer or even as a brief tech-demo, I can't see this "game" working as a game long term without a general loop or goal or the like.
I know, I know, who wants story or game design in their porn games when "porn is the point". But at the end of the day, if we were here for porn without the game, we'd watch porn.
For hentai games/porn games, I think it's important to consider, when designing and making one, what the desired experience is.
Is it a Dark and Darker esque / tarkov-like experience with multiple runs in a zone? Or is it a survival horror like Labyrinth of the Demon King with emphasis on story and atmosphere? Or is it a more rogue-like classic dungeon crawler like Barony where its more about in-depth mechanics and mastering a system?
Right now, this is a fine enough prototype but from what I'm seeing, I'm not exactly enthused about its future direction or prospects beyond this stage. The idea of a hentai dungeon crawler that commits to the dungeon and 1st-person view for the leading heroine, while a titillating bundle of features, does not a game make.
2. -First Person Perspective & Hentai Game Design
One feature, as mentioned before, that I found somewhat novel was the first person view. That and what seemed to be a soft free-look system where your head turned semi-independently as you moved alongside your camera and the body "followed" your general momentum as you steered it around.
All of this is neat. Even the outfits are neat and how they impact your model, all in First Person. It even kinda works with the cramped hallways of the dungeon, where, in a more polished vertical slice, i can imagine this game being a bit unsettling and immersive in that aspect alone.
But then comes combat, the H-Scenes, and how those are integrated, this camera falls short of its intended effect in my view.
HEAD BOBBING ISSUES ASIDE,
Combat animations don't use the full breadth of the arm or show flinching animations to give a sense of damage reaction. Nor do they properly react to telegraph you're being grappled. Nor is there a face cam to really gauge our current status, of being attacked/attacking/being fucked/etc. despite there being an odd square in the right corner seemingly perfect for such a camera view.
Additionally, while freelook is enabled for left and right viewing, our view down is far less viewable than desired given the small-breasted and lean physique of our heroine, and even THEN, I believe it shows us too little and makes our view feel too stiff and vertical with no "lean head over to look down". The same goes for crouching/crawling animations where our head seemingly locks into place and we just auto-stare at the ground, having to manipulate our head up to get a good look at anything of note. In THAT position, we can see somewhat our body (and whatever's happening to it) more clearly.
Why this matters? Because in terms of combat (which includes sex-attacks/lewd attacks), its difficult to catch what's going on. Especially with items that cover the chest, like the bra (given there's no clothing damage), the work put into stomach-bulging from the enemy's thrusts is completely missed. And similarly, the stoic way our heroine reacts with no shudder, shake, or stumble to signify she's taking H-Damage similar to the lack of normal damage hit-reaction overall leads to a feeling of stiffness that doesn't suit the existing mechanics and seeming feature goals of the game.
In conclusion, I do think this game has potential, somewhere, deep inside
but it's way too early and way too unpolished to gleen anything of value beyond a couple of nifty ideas and interesting possibilities.