Since you're curious about the decision process, I feel I should explain it a bit. The focus of this game is battle rape and corruption. Every design was centered around these two.
The game has complex H mechanics in battle rape and most of the H scenes are unlocked during battles. It's a very grinding game. I tried my best to mitigate the pain in grinding but still, it's for people that love grinding. I wish I could make the battles more attracting and less boring but my bandwidth is limited.
In many games, the corruption is designed as an "option", but I have a very different understanding of how the corruption should be like. It's not an option, it's a fate. It's that whatever the MC does, she will finally be corrupted. It's that she knows she shouldn't be so lustful but she just can't stop her body going into those nasty states. It's about the sense of losing control, not having control. So, for example, the MC cannot remove the "in heat" state outside the battle. She has to face the battle that may result in an endless raping that her body loves. And also, the "in heat" state is also needed to unlock most of the out-of-battle H scenes.
In initial versions, the MC is very easily locked in an endless raping. This design was also align with what my understanding of the corruption. In later versions, I fixed this and also included more "options" and lowering the game difficulties because I did realize this prevents the game to be progressed easily.
The game is more a proof of concept, rather than a commercial product that aims to attract as many buyers as possible. So it doesn't fit everyone's taste. It's a love and hate thing, as you may already noticed in the comments and reviews. There's little grey zone for this game. I know making the grey zone larger means less haters, but this may also compromise the lovers at the same time, which I would not do. There're already many popular games that have large grey zones and a lot of people like them. This game is not one of them.
I hope that I explained my ideas well. But my English is not proficient and if any wording brings you any unpleasant feeling, I apologize and that is definitely not my intention. I respect everyone here and no offense to anyone.
Thanks for all the suggestions! The mechanics of removing fetishes will be included in the next update. But not all fetishes are removable because many of them helps to unlock H scenes. Only those that may make the battle / progress difficult, like "addict to semen" is removable.
I do mostly agree with your design of how you wish the game to be, and I understand English isn't your first language and that is perfectly fine, because I understood/understand you, so with that said, let me offer what might turn out to be some of the best advice(and I don't mean that in an arrogant way lol):
Options. Options are what make or break most games. If you want to "force" the Character/MC, to go through certain situations, or "gain" certain effects, it might be better to have it be part of the story, instead of just making 50 different "fetishes" that keep stacking on each other, for example:
Option A): MC fights the first easy demons in the forest, the dogs, and 8-15 kills later, she is out of energy, and you need to rest for the day OR eat an item to replenish eenergy. However, after you leave the area, she is now "corrupted a little bit" from being exposed to them, and that could be part of the story, rather than just a bunch of debuffs that keep stacking over and over. Then once you've gone back there and spent enough time around them, the corruption keeps going up and up. This way, you give the player the
Option of engaging with that content, or not, if they want too. Give players options here, to get rid of it, or lower it with items.
Option B): Every fight she wins, or loses(doesnt matter), gives +1 corruption to a specific meter. Maybe at 10/10, she is now "addicted" to the scent or feeling, or whatever. Give players options here, to get rid of it, or lower it with items.
Now you have
Options the Player can use to CHOOSE how they want view scenes/play the MC. Giving players a
Choice is always best, because there aren't many people out there who want to just grind away trying to "deal with bad mechanics". If a player has to "suffer" and just "accept" that combat or other mechanics is made poorly, then they may drop the game extremely quickly.
Another easy Option example: Having the ability to swap outfits, inside the menu somewhere, or just a button on the keyboard. 1 = Police Outfit, 2 = Casual, 3 = Stealth, 4 = ??? -- Easily just press the number buttons to change outfits. Now the player isn't wasting their time, running around town and clicking on glowing circles.
Every step you can take, to make the game FEEL better to play, because you give the player a
Choice or Option, is going to make it much better/smoother and a very enjoyable experience.