Played a quick game of this, have some thoughts:
The combat system is... okay? It's sort of an inherently unfair system, since you're cornered by groups of faster attackers and a single mistake is an instant virginity loss, but that's reasonably thematic... though it'd be more interesting if they took a couple seconds to grab, bind, and/or strip the player character instead of just instantly fucking on hitbox contact.
Fundamentally, "mash buttons quickly to escape" isn't a great mechanic. It's 2024, better ideas have come up by now. Consider instead "push the indicated sequence of keys in the correct order to escape", and have the player's stats vs the enemy's stats determine the length and complexity of the escape sequence. It's still a skill thing, since the player needs to enter the sequence as quickly as they can, but without button mashing, since inaccurate keystrokes have some kind of penalty like negating escape progress or something. Alternatively, consider a rhythm game mechanic; "push a key at the correct time to satisfy your opponent". You might even do both at once, to give the player more interesting choices; do you try to enter the sequence as quickly as possible to escape as quickly as possible, minimizing sluttiness? Do you instead focus on satisfying your attackers, pushing a neutral button like space in time with the sex rhythm to maximize their satisfaction? Or do you try to mix both together, entering the escape sequence with the sex timing, to try and turn the encounter around?
I wish to be able to pause while accessing menus and shopping and such. Having a tradeoff between time spent exploring the map for loot and time spent considering which loot to buy and/or equip is unfun. It's a lewd game, but I hardly get a chance to look at the lewd stats screen because it's competing for valuable between-rounds action time.
It's fine for a mechanic to involve enemies taking the player's equipment, but that really needs to be visibly indicated! Ideally, show all equipped items on the player's image, so that if a clothing item gets removed, it actually goes away, making it more visibly obvious when the player is missing gear. The unfun part here is trying to juggle menus to equip a backup weapon while not paused! I might suggest making all menus pause screens, but having inventory actions not be instant, adding a period of vulnerability to actions like drawing a weapon, drinking a potion, or changing clothes. Doing any of these things could make some kind of brief animation play to indicate that the character is busy (and so not doing things like running around and shooting), and that might be time enough for them to get caught if in close proximity to an enemy.
My game ended after I ran out of health on wave 13, and then could no longer move, attack, or struggle... which I suppose is appropriate in a 'Survival' game, but there wasn't a defeat screen, and I could still cast spells, which was kind of confusing? Wave 14 came after I'd managed to defeat the tail ene of 13 while at 0 health, but the game kind of felt weirdly broken at that point, so I quit.
More generally, if running out of health is a concern, there should be things the player can do in the between waves downtime to deal with that, aside from 'hope potions show up in loot or the shop'. Maybe tempt the player into a vulnerable state, getting them to strip down to tend to their wounds (and/or lust), before hurriedly redressing to face the next wave? Done right, how to use downtime could be an interesting decision instead of a panicked and hectic one.