While this really isn't in a state to be released yet, some things should definitely be addressed before you go any further. The random game overs are a bad idea; it's not fun to be going along and then forced to start over or return to a previous save. Some are probably mistakes - working for the fat farmer woman for instance leads to a game over - but as a mechanic it's something that can easily cause someone who's not sold on your game to delete it right then and there. Since you're focusing on harsh content anyway, consider punishment scenes or soft bad ends instead.
You need to direction lock every character with a laying down sprite. They disappear if someone talks to them from the side. Double check all of your entrances and exits, too, in the brothel especially there were doors you could enter but not exit.
Most of what's here is tedium. I get that you're trying to create a vibe, but you still want to get players focused on achieving something. Each job should have its own little questline with a clear goal/reward for the player to work toward as well as some h-scenes associated with it. Speaking of those - you need to put more work into them. Don't rely on the janky AI art to sell them, that's going to be offputting to as many or more people than it'll attract, which means you've got to describe them in an appealing way. Right now, if there's description at all, it's not much more than 'thing happened, w o w'.
It could use more direction. With the material you seem to want to focus on, it'd probably be a good idea to think up ~3 or so 'paths' for progression (maybe feminization, masochism, sadism?) that will open up new opportunities and change how the residents regard the protagonist. In games that largely take place in a small setting the key to keeping them interesting is hashing out something like this that will change the situation over time and give you a reason to keep exploring the same areas/talking to the same people.