This was good - the content is right up my alley. Trying to decide if I want to bother checking out 2.1, but probably not as it's just a patch. A couple critiques to the dev:
I play lewd games on a laptop that doesn't do the best with 3D stuff. That's fine, mostly. I can deal with a slideshow and/or potato graphics, but the jumping sections were absolutely horrendous. I don't know if that's better with a better graphics card, but I kind of doubt it - it seems like more of a problem with the way the character accelerates. Acceleration time is great, makes it look way more realistic, but it's awful for platforming. The jumps feel like they have to be perfect, and they're really hard when I'm playing at 10 FPS. I was especially disappointed by the first time that came up in the beginning of the game, where the jump was big enough to cause fall damage. It's SUCH a long run back to where the nearest medkit is, and it causes so much damage! Please make jumps way easier - that first one shouldn't be one at all since the player already has to solve a little puzzle to lift the forklift. Just make the boxes completely fill the gap. I would really like to see fall damage removed completely, and the other jumps made shorter, or just removed. The one hopping the crates was kind of clever because it took realizing that the crates even represented a path, but the rest are just tedious, and I don't really see them adding any fun to the game. They're too direct to add fun, so they're either nothing, or a negative if you have difficulty with them.
The other thing I hope is in 2.1 or a future version is an ability for at least the new portable maps to track the tunnels and obstacles. I didn't mind the tunnels at first, and it's natural that they all look the same. But all looking the same makes it really hard to remember where they lead, or if you've been in them already. In the beginning, everything was pretty linear, just one fork or two to check and then backtrack to check the other side. That's fine. When I had to run sector 9 backwards to get to the elevator, though, was very frustrating. Took looking online, and then a dose of dumb luck anyway to get the first repair kit for the elevator. I had run all the way back to sector 6 before looking online. There are just so many turns, it's difficult to remember whether a room on the map has been checked or not. I would appreciate full tunnel visibility on the map, because this is a ship, not some unmapped cave system, and the player is the chief engineer. If that's too easy, then at least tunnels revealed on the personal maps as we explore. Being able to walk up to piles of boxes or slime blocking hallways and mark the obstacle on our maps would be nice, too. Navigation being a puzzle is fun the first time, but when it comes to passing through the same area twice, I just want it to be over, ASAP. The doors we could unblock once we'd worked our way around them are good - I feel the game needs a lot more of those, frankly. I'm also in favor of the teleporting between save points idea someone else suggested. Even with maps, the paths are just too long to do twice. The character can run and crawl all that distance in out minds.
Other than that, I enjoyed this, and look forward to more!
Cheers!
A brief fetish wishlist:
Parasites that can crawl up in us, bonus points for causing a pregnancy belly if they're big enough or there are enough of them. Nipple/breast parasites.
Option for player to consensually allow parasites to enter them. Perhaps as a way to get past certain obstacles? "Goo door won't open for anyone that doesn't have a belly full of parasites." for example.