I'm just passing through, butting in here to point out that, there's an absolutely ridiculous number of games in all kinds of genres just gathering in this giant pile across so many different platforms- if you want an action platformer with challenge, there's probably already six different lists of that sort of thing floating around on blogs and forums, and presented in detail in Youtube videos, and that's assuming you aren't willing to go digging through Steam's store or sites like Itch.io for yourself. That applies to just about any genre you can name too, 'it probably already exists, and it's probably already a pretty fleshed out market'.
So why are you coming to this erotic game searching for that sort of thing? If what you want is mechanical depth, you can find it elsewhere, so I have to assume you're here for the erotic elements, right? Then why are you getting upset about the simplified mechanics making it easier to get to the eroticism? Is it a dominance thing, you need to prove you deserve the sex in order to actually enjoy it? That isn't me mocking you, or anyone that DOES enjoy asserting dominance in that way, just, maybe you're conflating your desires with some kind of rules for game design?
Look, in today's world, where the vast majority of people play games any time they find themselves with free time they don't know what else to do with, where being bored for a minute will have people flip out their phone and play Cookie Run or Mario Kart's mobile port, there is nothing ever limiting you in what you choose to play. If you want a specific flavor, or experience, it's just a matter of -finding that game-. If this game wants to be less difficult and more casual- if the dev stepped back, and realized that they aren't quiiiite a proper platformer, but also not quiiiite a satisfying erotic experience, and they're mixing things up to try and find their footing on either ground, why is that upsetting? If you're looking for difficulty in erotic games, there ARE options like Shrift, but how much enjoyment you can get out of it's erotic elements when you're spinning plates and memorizing patterns and praying to the RNG gods that there's even one less point of damage done to you this turn is a personal thing.
There is no objective right, or wrong way to develop games, or write stories, or film movies. There's just clear dividing lines between what pleases you, and what doesn't, and if you ever found the perfect game that was nothing BUT pleasing to your personal tastes, you'd have to deal with the fact that a lot of people would still complain about that game and spit on a lot of the elements you adore, because their tastes and your tastes don't line up. Everyone wants something different. No one is objectively wrong for enjoying what they enjoy- or for not enjoying whatever they don't enjoy. It really is just taste, what you want versus what they want. Arguments like these don't really go anywhere, because you're going to have a hard time convincing someone that actually, secretly, they don't like this thing they've been enjoying just fine up until now, they would get much more enjoyment out of this other thing.
Personally I feel like tossing in more, or increasing the complexity, of various game mechanics can only ever guarantee that the game becomes more of a slog. It takes longer, and more faffing about through menus or button mashes or extra steps to reach the same result. Presumably, people choose to play an erotic game over a non-erotic game of the same genre specifically because they want to enjoy the erotic element. If you've escaped from one grab, you've experienced all the other instances of escaping that grab, and if it's constantly happening, demanding that you have to keep stopping to mash buttons to get from one side of the screen to the next, you're going to lose interest. You aren't going to get your erotic fix from the button-mashing, or the Game Over states you've already seen, are you? That's not fun, from my perspective. That's not even a skill-issue, it's just that it's not mentally or emotionally engaging. It isn't stimulating, or pleasurable, whichiskindofthepointoferoticgames. A meal isn't improved by having the food demand you stop eating every couple of bites to waggle your tongue around in defiance. It's just padding it out with an added chore.
If I were going to go on some kind of overzealous crusade for sweeping changes in game development, it'd be for more choices and interactivity. For the player to feel like a more active participant in decisions in the story, for characters to actually acknowledge you and what you have to do to fulfill their requests, for worlds that didn't feel so static and linear- BUT, I acknowledge that that's both demanding on developers, and not exactly the most popular of demands. Linear games that don't even humor you with the illusion of choice will often get rave reviews. Heck, even just getting character creation or just plain ol' customization in games is getting to be a losing battle, with big name developers coming out and saying that it's a pointless feature not worth spending time or money on.
Forever playing babysitter to generic protagonists preaching the same speeches on love and justice over and over, who lose every cutscene fight they're in charge of- and rely entirely on the player to see them to easy victories in actual gameplay, grumblegrumble.
TLDR; When I want more intense, mechanics-driven gameplay, I can play a non-erotic game, but if I'm playing an erotic game, I'm probably doing so because I want the eroticism. Every extra step or demand placed between me and that eroticism feels like it's there to challenge my engagement and patience with the game, and not likely making it more fun or satisfying in any way... I can't fap to the concept of button-mashing, for example. (Though some games do mix the mechanics and eroticism together in satisfying ways by making the erotic elements a more player-positive part of the game, like Last Evil and Succubus Connect's succubus-protagonist that does their fighting with sexual techniques.)