It’s the magical monstergirl battle fuck hypnotic corruption BDSM hermaphrodite polycule fantasy that anyone with taste can’t help but appreciate.
Glad to see someone who speaks my language.
You make plenty of suggestions and criticisms that would take me far more time to reply than I'd like to spare. Some areas are designed the way they are because they make for a more consistent player experience overall or have reasons to be that I'm going to spend the whole morning explaining, so I'll focus to the two issues that could perhaps lead to a more useful discussion.
The sex scenes need a way to make the extras in an orgy more active when the ‘lead’ system limits continuing actions to one character at a time, and a way to more easily initiate 3p or get extras involved in CA with partners when they don’t have the lead.
Alright, then propose specific mechanical changes that achieve that without scenes devolving into each character constantly breaking positions to get their way and their way specifically.
Lastly, while I do enjoy your world building, characterizations, and storytelling, I feel like the strongest element brewing in this game is the emergent storytelling made possible by the character AI/desires and the player’s ability to influence it through seduction and combat. While there’s a sharp limit on how many ‘paths’ and ‘endings’ you can write into something like this formally, RNG can create an enormous amount of engaging content just through the day-to-day interactions of the candidates. Alliances forming between lovers and collapsing through NTR, collecting a harem of submissives, only to have one grow jealous of the others and turn on you, submitting to a bull futa while biding time to slip a cage on her and turn the tables—those are stories that write themselves as the accumulation of points and random numbers play out. Ironically, the plot of the game actually gets in the way of enjoying that emergent storytelling experience by forcing you into the framework of the formal narrative. So, I would recommend, once you get the story sorted out to your satisfaction, adding a bonus ‘battle royale’ mode on some kind of arena map without any story breaks and with the narrative-essential balancing elements such as bondage and servitude relief removed. Let the character’s personalities be randomized (or customized), scatter resources across the map, allow the setting of bondage traps or ambushes, have monsters roam the map as wildcards, I think it would have a ton of potential as an alternative game mode.
Some players have a marked preference for the emergent gameplay systems while others prefer the narrative, and by this time I've just assumed that I'll always have players who want me to focus more on one or the other. The mindset that is going to allow you to enjoy Unholy Arts the most is that where you accept that both are core parts of the game that complement each other.
I'm trying to set clear limits on how much more mechanical depth Unholy Arts is going to get because both Twine limitations and some core elements of the code are already screeching, to the point that a substantial amount of work in the last couple of months went towards fixing bugs and optimize the code to avoid future issues with the implementation of the content incoming for 0.4.X. While I do have ideas, the will and plans on how to expand the design foundations of the emergent gameplay systems, they would fit the best in a new, different project coded in an actual game engine, which, as you'll understand, isn't going to happen in a long time since Unholy Arts is still very far from finished.
A very different thing would be repurposing the already existing code of Unholy Arts to create a sandbox, letting players use predetermined characters or giving them the tools to customize the characters present in the simulation. I had plans to dedicate small amounts of work into this from time to time to make a small spin-off in parallel, but I'm already frustrated enough on how slow Unholy Arts is progressing, and my productivity has declined since my health issues didn't really get fixed, so focusing on anything other than Unholy Arts at the moment isn't an option. Perhaps in the future.
Stuff like impossible sex positions, Claw somehow had her dick in MC's vagina, and MC's dick in her ass, from behind for instance.
You have an option in the settings that allows you to disable these occurrences. They're enabled by default as the result of a poll in Patreon.
My only real 2 big things I hope get fixed are combat accuracy and making it more clear why people won't talk to you. On combat, I tried Draining Kiss like 20 times in a row one battle and couldn't hit at all, so next fight I tried using Tease, Taunt, or Freeze Feet but still took multiple tries for each to hit and still couldn't land Draining Kiss when I tried nor Pounce. I get my Agility was low but that felt just to much.
There are plenty of combat actions that you aren't meant to use unless the target has very few chances of evading them. If you're sharing a position with someone (this is, after pouncing on them or getting pounced on), many of these actions, such as draining kiss, succeed automatically. At the start of the combat, you should focus on actions that provoke buffs or debuffs or erode the opponents' control. It'd also be best if you focused on actions that use the stats you're focusing on to land: don't throw many kicks if you aren't raising your agility / don't use a lot of freeze feet if you aren't raising your intelligence or will. Because new players aren't expected to learn what stats they should be raising from the start of the game, you have one chance to respec some stats in the Stars Tower, but there's a time limit on it.
As
manscout commented, Ate and Claw cannot be talked to until they're enabled through the story, but even afterwards you might that characters could refuse either due to their mood or the current period. If they recently had a verbal fight, it's likely that they'll reject conversations because they'll be angry. The best moment to start conversation is the start of the socialization period.