So I gave the new update a go. A few thoughts, although I'm pretty sure the developer could care less about some game thread on F95Zone.
1) It's annoying that there's a bunch of characters that still aren't fully implemented. Their brothel scenes just don't exist in a number of cases. These are some of the sexiest scenes in the game, and about the only time you get to see four or five ways outside of special events. I do wish that going forward the developer should create a checklist for each character (Mercy, Huntress, Zatanna, etc.) which shows which scenes haven't been completed yet, and then pick one character each update to fill in the blanks so to speak. I don't mind new characters, but a 'one or two new characters along with adding missing scenes to an existing character or two' strategy would be nice.
Particularly for Mercy, she's been around since the beginning and should have a lot more content by now. I could care less about animations, I'm good with the 'two pose alternating' animations, and would rather have more content for each character than complex animations.
2) The Unity interface has several issues. It freezes on me often enough, and I've had 'hard locks' a couple of times that meant I had to give up on some character as scenes with them would just freeze up. Also, for 'usual rounds' sort of stuff, there are more 'click throughs' required than is necessary. A couple of examples of this are when hiring villians and when upgrading devices. While the villian dialogue is fine the first couple of times, it's just extra clicks that aren't really necessary.
So I'd suggest cutting down the number of screens to do this each time, i.e. a screen that has simple text along with the choice buttons after the first time you've spoken to them, as you established the 'ground rules' the first time you hired them, so you'd see text saying 'Do you want to hire Livewire' along with a 'Hire for $150,000' and a 'Not right Now' button, followed by a second 'confirmation' screen with a 'yes/no' option and additional dialogue on the same screen (i.e. dialogue above the buttons instead of on a separate screen).
Also, the amount of cash you have on hand for hiring and upgrades should be displayed on any screen where you are doing such actions, so that you can readily see how much cash you have onhand when doing these things. Some screens display this, others don't, and it's annoying having to 'back out' of a dialogue to check this if you haven't been watching the numbers closely.
Glamour Slam and Brothel Management should share the same screen, once you have both in operation. This would require a couple of extra switches, but since it's the same pool of girls being split between the stages and rooms, this would save a number of extra clicks.
3) This would work a lot more smoothly in Renpy I think. I get why Unity is popular with developers, but in this case the Unity implementation is quite glitch-ey, and has other issues, particularly when trying to run the game on a second screen. Trying to work out which resolution I could actually run full screen on my 4K 'second' monitor (I use a laptop) that would allow me to actually click on the buttons was a major pain, and it's a weird size that I ended up using.
Renpy is easy to scale to whatever size you want (just click a corner and drag), and it either works or it doesn't, and it'll tell you pretty much immediately if you've coded something wrong in most cases.
Also, once you get the hang of Renpy coding, you can do a lot of cool things. There isn't anything in Something Unlimited that couldn't be done in Renpy quite easily, including the 'overlay sprites' for expressions and such.
4) We need threeway scenes in the cells. I want to bang Kara and Babs when I bring in Babs using a leash, just sayin... after the 'lesbian introduction' scenes of course. Special events threeway events are too short, and only happen that one time unless you 'cheat' and repeat said scenes using the 'replay' option.
5) Rather than 'reset to zero' with the control devices, I think that once the girls become total sluts, at least for a number of them, that the option to put them to work in the Glamour Slam or the Brothel should be a thing. You've 'mind controlled' them into becoming your sluts, so at that point corrupting them a little further to do the brothel thing willingly isn't that big of a mental step... This option could open up after you've done the 'leash walk' a few times, maybe 'walking' them to the Brothel after a couple of times doing the street walk to warm them to the idea, maybe have them watch from the control room, and then someone mentions 'wanting to try that'...
That way, you could still bang them in their cells, or bang them in the brothel, or just put them to work once they've embraced their sexuality fully.
This should apply to Villians too. I'd love to see say Star Sapphire getting it on in the Brothel, once you've sufficiently corrupted them of course, just sayin...
You'd need more 'later game' expenses to offset the extra income of course, perhaps the Villians could take a 'cut' of the profits. 50/50 etc. splits with the courtesan and house are a thing at brothels after all...
7) Villians should have a 'weekly hire rate'. It's kind of silly to just 'park' say Atomic Skull on say headquarters defense for weeks at a time and just pay him the one time. In the later game, income accumulates rather quickly if your brothel has multiple performers, so there should be a bit more outflow on the expenses for such things. This wouldn't apply to heists of course, you are paying them for that one job at that point, but perhaps you should get the option to retain a villian after the heist via dialogue, in some cases. I.E. Livewire mentions that she had so much fun she wants to stick around for a while, if you pay her of course! This is mainly to reduce un-necessary clicks which slows down the game...
8) Back to streamlining. This is a big enough issue for me to mention twice. Every interaction should be evaluated in the context of reducing the number of clicks required in this game. The first time, yeah extra dialogue is fine, but unless the dialogue changes in subsequent interactions significantly, a stronger effort should be made to reduce click-through to do things. Less time fast forwarding through repetitive dialogue means more time exploring new content. There are a LOT of characters in the mix at this point, and all of the extra clicks detract from the story.
I do enjoy the artwork in this game, and the premise is interesting enough. I just find the excess repetitive clicking annoying and un-necessary.
Part of me has a desire to try to port this over to Renpy, but I'm behind on the projects I have now, the last thing I need is another project. I just think that the developer would ultimately be a lot happier using the Renpy framework, as it is a bit more stable than the current Unity implementation. Unity has it's usage case, but in this case it's more trouble than it's worth IMHO, for both the developer and the player. And less time debugging means more time focusing on the story.
My two cents. Waiting on the next update of course!