I really like the overall concept, and great job putting it together - the game design seems very cohesive and tight. Ironically enough, I feel it has too much depth. But you seem to have a clear and solid idea for this, and even if that level of complexity isn't quite for me, it does come together nicely.
There's a lot of information and variables that the player needs to track, recall and account for, and it's inherently difficult to communicate all of it to them.
Other than progression, it's mostly based on chance whether you get to see a given scene associated with a given enemy or trap.
I couldn't figure out how to view anything about the battles that are happening, except the events and the character cards; it was explained, I think, but not clear or obvious enough. I'm not sure if this is something you have to do research for.
I also didn't pick up on what the point was for having a time-of-day system, what role is played by the passage of time in the gameplay and story.
One thing I'm kinda worried about is the potential snowballing effect on permanent corruption from stat maluses, curses and such.
If there are different steps and combinations of events needed to see certain scenes, I can imagine that being really frustrating.
Here's what I recommend:
- Add an option to automatically view events as they happen. Maybe with a toggle for only previously unseen scenes
- Start floors with events list and character sheets expanded
- Give the player more information about what's happening in battles - character cards could have a glowing border or something to indicate they're in combat, and a different color for dealing with a trap.
- Add a convenient way to order more than one girl to the same destination - maybe a follow command would work
- Enable zooming out further, cause with all menus expanded, there's little screenspace for the map.
- Add some kind of warning and notification to indicate when a character's exhaustion, injury etc are at moderate/severe/critical levels - think of the bottom bar as a "dashboard" and these are your warning lights.
- Enable the player to toggle auto-take-turn by RMB on the take turn button.
- Use color-coding and tooltips to indicate what stats (injury, exhaustion, lust etc) are affected by what - it's not clear what I'd need to do to recover lust, for example.
- Make the text box return to the top when clicking through to the next line of dialog. Consider reducing font size, expanding default window size, and/or splitting the dialog so no scrolling is necessary.
And a request - I really like H-games with capture systems - where if one party member is defeated, they're dragged off elsewhere and have to be rescued.