I forgot to mention some observations in my earlier post, so here is the rest:
- The study job is a great way to earn exp to push stats early. But as you're bound to 30 (32 with perks) exp per turn the job looses value the moment your stats reach 30 as you will also have to rest to recover the girl's stamina. I suggest to put in a different calculation method - perhaps something that uses the current mean of a girl's skill as basis. You could use both of them at the same time and just provide the exp that is highest at the end. Maybe even adjust goldcost a bit if the second calculation method is used, or you can let the player decide which study 'option' he wants to use.
- The 'Well Well Well' perk is pretty much useless. Either health loss for a job (cleaning, cooking) is neglectible anyway or it's so significant (dungeon, dancing, adventuring, serving cusomers) that it has essentially no effect with the one hp you save. I normally don't let the health of my girls drop too low and sent them to rest at around 50 health, so the follow up perks are pretty useless to me as well - but that's personal. But maybe you could also provide perks in the opposite direction where they get a bonus while they have more than 50 % health? Logically speaking that would make more sense anyway. I'd either increase the health reduction from that perk and let it not affect jobs that require less health or use it as an opening perk for more powerful perks for health-heavy jobs.
- Lumberjack 'fast' version where you get the money without actually doing the job should consider that higher str stats will reduce the cutting for a three from three to two providing you significantly more money per job done. While with three hits you normally get around 500 toads, when you only need two hits I get around 900 toads. Maybe calculate the amount you get from maximum toads you ever got from the job -100.
- You do everything in the game to reduce maintenance (Almas special perk and our special friend at the gate, if you employ him). So now having a perk that finds items when there is enough trash generated just goes into the exact opposite direction...Although I think it's a great perk it's probably something I will only ever get if I have exp in abundance and don't know where to put them.
- Adventuring is an ardorous task - you have to put up the girl for the job, you have to pay the fees and the girl needs to rest 2 rounds afterwards. Rewards are a (new) CG, maybe an item and if you're luck one point in your adventuring skill. If you want this to be the main source to increase your adventure skill the rewards don't justify the investments. Maybe provide +1 adventure skill if you fail and +2 when you're successful? But that leaves you with the problem on how to increase the stat initially to get to a decent chance for a successful adventure anyway if you're not using studying to get the skill to 30+. It might be also worth considering granting other stats here as well. If the servicing skill is required for the goblin missions and you're successfull I don't see a reason why you shouldn't get a point (ore more) here as well. Perhaps the girls also need to clean up cooks or entertain the monsters with some bellydancing?^^
- You definitely need an item to increase dancing skill as well. The chance to increase this skill seems way lower than in the other jobs at the inn. I recommend to put in a perk for every job with a +5% additional chance like you did with cleaning and bartending anyway. After your skills reach around 30 the exp you gather are normally used to buy perks anyway instead of increasing skills as that becomes way to expensive.
- Whenever a girl does a job you see the activated perks on the left side plop up and fade away. With how many perks come into play that is quite a list and makes space rare as well. You're also not really able to actually 'see' whats going on there as they fade away too fast. Maybe leave them there permanently until you change to the next screen and provide a tooltip what the perk does when you put your mouse over it? Perhaps also remove perks that always activate anyway (Intelligence perk, well well well perk).
- Cooking perks: I love the perk that has a 25% chance to restore 5 hp but it's a bit weak. Maybe you could increase the base chance by 5% with every cooking perk the girls has active?
- You put a lot of work into all the CGs to provide a variety of pictures for every job - that's great, I love them! But it's normally a few here, a few there and a lot in other jobs and different stages of depravity (servicing, dancing and adventuring seem to have got the most of them). I suggest you limit yoursel for the first 3 stages to a decent amount and adjust them to the same number for consistency. As depraved is the 'final' stage you're free to let loose but I would still make sure that I have an equal amount of pictures for most activities. It currently loos pretty imbalanced - but that's also only my personal opinion and nothing that would require immediate attention.
One last advise: Take yourself some time and play your own game from the beginning without cheats and with actually reading the texts. It's a great way to identify weaknesses and spelling mistakes. You'll also see if the things you implemented work as you intended in the gameworld and where some quality of life upgrades or other changes are needed to increase gameflow. That's also a great way to gain a broader perspective you mentioned in your previous post

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