It's ambitious. Played both Ero Witches & Ero Dungeons over the years, & the mechanics from prior games build into the next, a 'sequel-but-bigger' feeling, something like Frostpunk->Frostpunk2 (with similar issue of sprawl).
So, Ero Hunters has the Ero Dungeons core, but adds strategy/town-builder/management. This is an extremely hard genre to develop for h-games; most common are slave trainers, some card games, but near-zero true map-oriented games.
So the real standout thing here is the map. When I first played Ero Witches years ago, my initial feeling was 'the game engine is running the experience more than the dev'; Ero Dungeons had so much other stuff that I lost that feeling, but now it's returned specifically for the map stuff.
I'm rambling, but that's a lot of what this game is. I myself have struggled with seeking to combine h-games & at-least-possibly-hardcore strategy, and Ero Dungeons was brilliant & so rare for this. Ero Hunters is 50% more rare & complex, but in taking that path, it perhaps inevitably struggles with developing a satisfying core & sort of unravels into several minigames (1. Ero Dungeons combat, 2. Town-builder, 3. Slave-trainer, 4. Pokemon, 5. Idle game). But I get it- how the heck can a town builder be sexy, so it forces mixing in these other elements. Though... I do think a town-builder or even grand strategy (please somebody find out how to make sexy grand strategy, I beg you) can have intense personality, e.g. through pop-up events & strong worldbuilding, maybe that's a different path for someone to take.
In the end, I think this /can/ be refined into something outstanding. There are games out there which do synthesize a million different minigames into an epic whole, Stardew Valley comes to mind. But what's really missing here is a strong editor's will-
Finally, my #1 Ultra-Specific Issue: it's a crazy/impossible mess to have all captured workers showing up in the same interface way as key fighters (an issue that overlaps with many slave trainers); perhaps there could be an interface 'drawer' for designated workers/slaves that moves them out of immediate mindspace & in practice kinda turns them into resources, but with the option to explore this bucket & pull out characters you want to use as fighters or that you're focused on. But I get this clashes with other elements, just... ugh, I want to love this game, this interface overload's brutal, even Ero Dungeons / Darkest Dungeon had that problem & this is significantly worse for that.
At the end of the day, this game inspires me. It's getting closer than almost anything else to something specific that I really want to exist... (& fantastic creative sexy art too ofc, as in prior games, but gameplay will be more decisive here.)
[Would give gamerecs, but rules. A handful of truly outstanding HTML games exist, including a card game. A few bartending/waitressing games are good. There are no outstanding slave trainers yet imo, but I think it's possible. Otherwise, almost all indie h-games are VNs & Japanese do those on a way higher level, see vndb for that. But yeah, Ero Dungeons is definitely in the current top 3 for most hardcore h-GAME on the western-internet; hope Ero Hunters will surpass it.]