Soulcatch just wanted to say you have a very neat game, gl with further development.
a few thoughts, though now i wish i'd taken notes to be more specific and potentially useful instead of just spewing from memory:
i like the army idea but if they move in when you have only 8 rooms or fewer, it's really easy to get stuck for a while unable to take guests or make decent money, maybe the army needs to pay a little more daily to compensate for 8 rooms? not a huge deal either way i guess, the time scale in the game is quite generous.
when upgrading the inn on the weekends, i found myself encouraged to save up and buy as many upgrades as possible in one go, as it takes 2 timeslots for the day no matter how many upgrades you do in that one session. maybe it should just take 1 time slot and allow a maximum of one upgrade? once you upgrade the inn fully and max stats, there's also nothing to do with the weekend timeslots.
it seems like armor just gets better as we go up the equipment tiers, but maybe it'd make more sense to have both light armor and heavy armor that favor dodging/blocking respectively, just feels a little odd that the heaviest plate armor allows you to dodge the best. i do really appreciate there being actual art for each piece of equipment though, this was really neat and something too few games of this type do. some gamers just wanna be topless for maximum dodge is all i'm saying.
on the note of combat, it feels a little odd that while you fight as a pair, only one of you gets to take an action per turn, making it really hard to justify using the partner during attack turns, i'm not sure that having both members take a turn is the right move either though, just noting the resulting playstyle i ended up with.
might just be me not paying enough attention, but it seemed hard to tell if magic or physical attacks were better against some enemies, maybe magic/phys defense could be a little clearer, or could be a thing if it isn't already. i feel i'd also have enjoyed having slashing/blunt damage separately, but maybe getting into physical types and elemental types would be needless complexity. it just feels like there could be a little more complexity to help make each monster type a little more distinct from one another. at some point i feel like i'm just doing the same motions for every combat, they could use some special moves like charges or counters or the like, but even just having different resistances to different damage would help separate them from each other a bit. slight stat variations on monsters would also be a cool thing, just so not every wolf is exactly the same wolf.
might just be me reading poorly again, but items could maybe be classed a little bit better in tooltips? i really appreciate that the item screen categorizes everything and very neatly at that, but i also found myself constantly pulling up that screen to tell what type of item i was considering. in a similar vein, when spending items it would be good tell how many of the item the player has remaining (like if the option had the item count included).
i assume you'll iron this out with further updates but i didn't see an option to deconstruct a garden plot, so once i picked what type of plot i wanted (garden, apiary, etc.) i was locked in. i think there was a 3rd option but with only 2 plots i just never explored it. the notification for the inn projects only works when a keg is ready, but maybe it should also work for when a garden plot is ready to be harvested. on the flip side i feel like the quest notification exclamation point was on a lot for no perceivable reason as none of the incomplete quests had progressed.
this might be specific to this version or something but when i overfilled on alcohol the game just let me have it, not sure if that's a bug or if you intended the game just to be generous with a temporary overflow, though it kinda just seems like i can go over the alcohol inventory cap at will and function all the same. if it's intended maybe there should just be some number of slots for "free storage" that let players overcap X number of items in total.
it took me a really long time to encounter the dryad repeatedly, i'm actually still unsure if something triggers this or which options can lead to the encounter, maybe there should be some clarity on this or it should just be a sublocation/option.
the H scenes are placed pretty well, i think you could gain a lot with a little (well, maybe not really that little) by adding breath/heart effects, tension or trembling lines. i'm not trying to diminish or compare but as an example of what i mean, "drowsy girl" by firefenixfox is something similar in format but very erotic. as a side note, i found that i wish the "fool around" sequences had some interactivity to them, though this might also just be too involved. i've found that in some games the sex scenes are too core to the gameplay loop and can become tiring to get through, i didn't have this issue with your game at all, the option to skip them and not have any game stats or progression tied to them was rather refreshing. that said, it would also be cool if intimacy had some level of progression with lucy's fracturing or stats somehow. i'm on the fence with these kinds of mechanics as interactability or progression in H scenes are fun but can also become tedious.
during H scenes, the fracture meter is on the left, lucy's pleasure meter is on the right, but the player character's pleasure meter extends both ways for symmetry? i guess it doesn't really matter one way or the other, but if there needs to be a 4th bar maybe it could be noise level or something. this isn't really a complaint it just seemed odd.
the fractured girl in lucy appearing in H scenes tickles something i didn't know i wanted, novelty points for sure. would be cool if there was more to it though.
when you flirt with scout at night, lucy will comment on last night as though you had visited her.
might just be a development cycle thing but some more sound effects and menu animations would do a lot for my experience at least, a few more tracks for various moods/days too.
sorry this got a bit long if you actually tread through it all, if i come back in a few versions i'll remember to take some notes and actually organize my thoughts lol, i don't usually plan to say anything but when i saw your replies here i figured why not. i hope i didn't come across too critically, it was pretty much bug-free (for me at least, though i wasn't trying to break the game) and i never crashed, which is much more than a lot of games can say. truly gl hf with the project, i like the ideas and vibe overall.
if you magically find too much time on your hands please let me peek on the beastkin military runner showering, thanks lol.