The worlds and mechanics seem really promising and the coding seems solid enough. Few bits of advice. Tone down the customization a tad, otherwise sex scenes will turn out 'samey' as the same descriptions are repeated over and over again as they're fished out from the pool the player has selected, or it'll take you aeons to write stuff.
Good example of this is Fenoxo's COC/TITS which inspired this I'm sure. Don't forget that your world one looks like COC on its own, and Fenoxo needed years, large patreon payments, and a whole cast of writers, and he still had mental breakdowns and huge controversies.
Focus on one world. Your world designs are fascinating and interesting... I'm almost tempted to say drop the generic fantasy or sci-fi worlds and instead focus on one of the more unique ones. You won't be able to compete with COC or FOE (A better, but incomplete game IMO). So instead use the imaginative scenes and characters you have in the other worlds.
I'd also suggest not giving the player a choice on which world to visit when, make each one like a 'level' the player must complete. It'll let you structure the game and also respond to player's decisions more. So that the player character's responses and personality can develop as the play potentially.
I'm honestly skeptical. The way you've tagged so many kinks without having them in the game has me suspicious. But I love some of the world designs and plot devices already seen in this brief (calling it a demo is generous). Which is why I spent the time writing this advice. On the kink side, try to avoid tagging ones that'll get complex and heavy in the coding, pregnancy is a good example. I know people will bitch and moan, but once the game gets big I'm sure you can get someone to code that part in while you focus on the basics that need to be there.
Try to avoid 'death' decisions, they're obnoxious. Yes banging the dangerous witch might be a dumb idea, but those are incredibly obnoxious and 'rail-roady' in choose your own adventure novels, let alone a text game like this. Try playing Fall of Eden's opening bit and you can see what I mean about the quality there in that any pathways you choose are pretty much viable.
Finally, ignore the babies in the chat whining about 'text games' people on the net are spoiled brats, and especially those who browse hentai games like these. I don't know what it is, but if something doesn't cater *exactly* to their stupidly specific and often debauched desires that nobody else would enjoy, they whine and complain. In this case focus on the silent majority of people and hold easy to vote on polls for better information. Worry about the majority of your players, not loud minorities.
Here's the tl;dr
1) Tone down the customization options so your scenes can come out faster, and with a better focus on the player's choices.
2) Focus on one world at a time, and preferably one of the more unique worlds instead of the generic ones (or whichever world you're most passionate about)
3) Perhaps make each world a 'stage' or 'level' instead of letting the player choose them out of order, it'll allow you to have story developments and make player decisions feel important outside of the worlds they visit.
4) Avoid 'death' decisions, they're annoying and out-dated for this game model. If a decision is stupid? Give the player a slap on their stats, like how corruption works in Fenoxo's COC
5) Ignore the internet bitching about optional fetishes they don't like even existing, or people demanding art. For a game like this trying to get art will cripple the design, especially this early.