I'm not sure what the 'objective' of this game is, or if the creator has a player goal in mind, (beyond the obvious) but it would be nice to make the day to day operations a little more interesting
-heists have a wider range of success rates, based on your roll, something like:
+60 threat grows massively
+40 villain is in jail and won't be randomly available for 10 turns
+20 normal failure
0 normal success
-20 you get 25% more benefit, or a guaranteed quest item
-40 you get 50% more benefit, or a guaranteed quest item
-60 villain had a great heist and wants to stay for one more job
-tech and relic items can be used to apply small permanent percentile benefits to villains or heroes, these unlock interactions like toyman/lois, instead of it being a hidden event
-'small heist' converted to 'luxuries,' to support your increasingly 'girly' prisoners demands, these would not necessarily become new art you have to draw, just things you could give the characters that unlocks the next tier of interaction, or just an alternate interaction that might otherwise not be available, some of these rewards might be new outfits however
-payout/disruption is used to 'fish' for certain heroes, instead of simply getting a dialogue from a club manager. The manager might give you a hint that the correct villain is required, for example cheetah must fish for wonder woman via payout. After they do battle once or twice, then you know where she sleeps and can perform the standard collection. It's busywork, but slightly more engaging narratively. Having a high threat level might be necessary to catch the strong heroes, so threat has more meaning.
-I don't think 'money' should be the final metric of success, as implied by the interaction with Grodd. In reality you need to collect a large military force able to take down Grodd's team, and perhaps ultimately battle Brainiac. Clones of all the justice league might be required, robots, weapons, the help of the heroines, etc and so forth, and the game could have an official 'ending' once you've attained all the necessary firepower. Having an actual clue-hunt, requiring the player to figure out what to do next, might be against the spirit of the game.
-I think there should be a 'glamour slam' counter that has to be filled before they can have their device upgraded. In other words, another variable added to the game that implies they need to get accustomed to the brainwashing before it can be properly upgraded. This is plausible, and it slows down the consumption of ecchi content once the player has plenty of money. It also gives more meaning to 'fully upgrading the device, so they can live in a cell with their natural awareness.' Their subconscious mind has gotten accustomed to degrading themselves completely. I think 3 days at one tier before moving to the next one is about right. I don't think profits should fall off as much, if you leave a girl in a particular job. At worst she should get half money after about 10 days. Changing everything every 5 days is needless micromanagement.
-I think interacting with the girls in the cell should be necessary to attain the information, genetic material, or other plot devices required to defeat Grodd/Brainiac/whatever. Again, this gives the game a 'goal,' so you don't just feel like you're doing all this for purely perverted reasons. (just mostly perverted reasons)
Great writing and art, looking forward to anything else you have in store