completely and off topic of everyone else (as I do), anyone else kinda annoyed you can't filter out maledom because some of more promising games are trying to cater to two groups?
I assume you mean filter out of games? Because one of the features on the new front page is exactly a double filter, so that you can search for games via both included and excluded tags?! So, I'll assume you mean games which don't mix the two. In the last case I completely agree. I am okay if at least there are vacuum-sealed, separate paths. As time goes, I am less and less willing to even try games where the femdom is but a scene or two in a soup of everything else.
In fact I observed another issue which is even harder for devs to implement. Namely: femdom is a wide genre, and some games fall into the habit of trying to feature as much of its width as possible, sometimes with the result of them becoming rather shallow [I can excuse this for the trailblazers of the genre, but subsequent games should show more story-crafting prowess].
For example, they may employ scenes as a continuously, and non-repeating/non-transferring, changing list of fetishes, and when they "enumerated" all of them they know and like, the game ends. So, basically we get an introductory overview of femdom, rather than a story. I know, that this in many cases is done to please as many of the already few femdom fandom as possible, but it results in games with less depth. If there is no story, then a game should try to be even more creative with interactions, and make variations on the same themes across multiple npcs, otherwise it will feel really formulaic.
What I would advocate for, are games where the fetishes are in some logical synergy [have some inner logic with the story] with the narrative, and thus explore certain aspects deeper than others. Or at least have the fetishes spread accross multiple chars, and not in the mechanical fashion of girl X = foot fetish, girl Z = facesitting, and girl Y = findom, etc. where some games ending after they go through the list of their fetishes, neatly separated into their specific allotted girls.
In a way, I grew to appreciate games like Mistresses of the Forest more than I used to, because by focusing on a slightly narrower theme in terms of fetishes, it got to more fully explore them. Now, I don't say I enjoy or want games which then flip the script and become extra narrow.
The essence of what I am trying to say, is something like this: its better to craft a good story [or craft a good game-world] and then use whichever fetish fits the story [regardless if it ends up being many or just a few] , because most of the time its the way an act is set up, the emotions which they elicit, and the tension they create which is important, the "dominant heat" of the female char, the situational and emotional cruelty/sadism/dominance contained in the act which charges up the otherwise nice, but empty formality of a fetish, at least in my case I know, that I am on a constant lookout for those fine nuances which have the potential to magnify an action's impact manifold. [ps: even the way a fetish is enacted can be way more creative than the standard implementation].