Hearing you talk about nitpicks made me remember a few small things about the feel of the game. These are in no way game breaking bugs or impossible to overlook, just wanted to throw in my 2 cents. In there will be a couple of suggestions as well, feel free to either use or ignore them.
Some thoughts:
-when talking to a companion the text speed is set and clicking doesn't show the whole text at once. This feels kinda jarring, because it clashes with how text works for the rest of the game. It also makes people who read faster wait a while before they can read the whole thing and continue with playing.
-combat feels slow right now. An option to speed it up, either from the options menu or by holding shift, would make fighting a bit smoother and grinding less tedious.
-as of right now, there is no benefit to using different skills. The best option for the player is to spam the most damaging move of the current monster girl. Adding things like stat increase/decrease, multi hit, higher crit chance and other bonuses would make the skills actually feel different than just "Skill 1 - deal 7-10 damage" and "Skill 2 - deal 5-7 damage". For example, adding an armor melt component (reduces enemy defense) to the Slime attack, making the kick unlock at a bit higher level for the Cow, giving the mushroom girl more options in terms of skills(the weak attack could give her an attack buff, since even on higher levels her attacks do underwhelming damage) - these would all add flavor to the game and make the player feel like they are making tactical choices on what skill to use. Of course, this is only the first version, so the lack of these details is completely excusable. Just wanted to bring it up for future large content updates.
-since all menu navigation is done with the mouse, having the player be able to open the main menu with a right click instead of pressing "esc" would be nice.
-the player travels a lot. Being able to move faster by pressing the Shift key would make a huge difference. You could even reduce the encounter rate by a bit while they are doing this so that moving between from point A and point B multiple times for a quest doesn't get annoying. This little touch could be hidden from the player, given as a loading screen/NPC tip and is also easily justifiable in-game by saying that the MC runs too fast for some monster to challenge his party to a fight.
-I'm only saying this because a few players have noticed it before me:
+a loop works just fine for the solo monster girl scenes, but being able to control when the player cums by pressing a button would have a better feel to it. Something like this: ("->" represents a button press) looping sex animation -> animations speeds up a bit -> player cums. Still picture stays on screen -> sex loop starts again.
+the grass looks more like a tentacle trap. It might clash with your style a bit, but making it a bit bendy, thinner and sharper will make it look better.
-when capturing a new monster girl you could add a bit of an introduction scene where she introduces herself to the MC, telling him her name(like Nim did, that was a nice touch).
These are just small nitpicks, all in all I quite enjoyed your game. The art is really beautiful, loving the crisp lines with a bit of a cartoonish style, the pace and character development feel smooth for a 0.1 version. I definitely want to see more of Monster Girl Hunt!
P.S.: As a side note, your logo looks absolutely amazing! The sketchy/asymmetrical style of it really fits your studio name