(07/06/2024) EDIT: Adjusted my review to be less hostile and more constructive. Currently waiting for a more stable build to try the game again and adjust review as relevant.
My review summarized: "Could be great, but it isn't at the moment. This game still has a long way to go."
I'm not sure what this game is trying to be, and it doesn't seem like it does a good job of telling the player what it's trying to be, either.
The UI is cluttered and unintuitive. You can only use items on your mon if you go to the Monsters section of the menu, select the mon you want, and then select Use Item. If your natural instinct is to go to your Bag to use an item, you can't.
The mechanics are painfully anti-player. While they are attempting to have roguelike-esque difficulty, the developer has made the common mistake of introducing tedium and confusion in place of engaging challenge. This results in an experience that is irritating and even wasteful of the player's time.
For example, you are actively discouraged from fighting mons, especially in the beginning.
You want to capture a new mon?
You need to be able to fully defeat the entire party in the random encounter. The problem is that most of these encounters feature 4 mons that you need to fight, two of which are the evolved versions of the two other basic mons in that encounter. This means you are very unlikely to achieve victory. Furthermore, you do NOT gain levels from winning battles. In fact, you gain nothing except the chance to recruit a mon. This is frustrating, not engaging.
What's the solution for this?
Spend 10+ minutes running around the barren map with a poorly implemented stamina sprint system, while clicking on random objects hoping you find items that can be consumed by your mons to insignificantly improve their stats. This is made worse by the fact that each mon can only consume three of those items in total, so you can't realistically power-farm them up. Again, frustrating, not engaging.
Don't hide your power-up mechanics. Explain them. Inform the player of the tools they have to overcome the challenges you set.
This is worsened by the slower pace of the game, which causes the usual process of trial-by-error to feel agonizing. It's okay to have punishing mechanics, but you need those mechanics to convey a lesson. You also need that lesson to be conveyed quickly.
If your player is constantly fighting a poor UI, game-breaking bugs, vague/obtuse mechanics, low-skill expression gameplay, and the erotic content being something you primarily avoid rather than strategically engage with, you're going to create a brick wall people will just walk away from.
I love difficult games. I love roguelikes, roguelites, and strategy games that really make me think. I do not believe this game is one of those experiences at present. I don't understand the Dev's plan for this game, and I didn't feel that the game sought to show me.
All games start somewhere, but my review reflects the opinion I hold of the game at the time of play. I find it dishonest to review based on potential and/or planned changes. Ultimately, the tagline for this monster-fighting, monster-breeding, monster-training game is, "Don't get bred by wild creatures."