What I wrote below is not a criticism of the author, but my own thoughts on the topic of this game.
Mechanics and locations in games are created not just for the sake of it, but to serve the overall goal of the game, such as:
a) Training. A good author embeds learning into the game itself and gives rewards for successful learning.
Give me an example. We come Wrestling at the Academy.
How could this be?
The coach asks if we know how to fight and forces us to show our skill, pitting us against ourselves and, as usual, we lose.
After which the coach says, “in order to become the best, you need to win several victories,” we win them, after which we again face the coach in the ring. The result is the prize “Sex with a coach” or “an orgy in his office with all the participants in the fights.” Thus we get a symbolic point in this adventure
b) Brothel. Here the author just did everything according to the textbook. However, mechanics from the brothel, as well as from the Academy, are not used anywhere else.
But even in AAA games, this is considered an oversight. The resulting mechanics should be applied elsewhere.
For example. Alchemy isn't exclusive to the Academy (which is cool), but if the same mechanic were added to Sewer Alchemist, that would be cool.
What would this roughly look like?
We collect sperm throughout the game, but in order to make an elixir from them, you need to go to the academy and find out the recipe. The recipes can be the same ones that we study in alchemy class.
I looked at the written text and realized that a lot had been written and it was not always good.
Therefore, I will interrupt my story.
Bottom line.
Even from what has already been done, it’s easy to put together a fascinating, replayable mosaic