It's dissappointing, but only because of the effort it takes to get a game going. This game can easily take +20GB if you get carried away.
The game has potential. It is interesting to see another one of these management-type games in the style of, say, Slave Maker, and the technical implementation of the porn is kinda novel, but the gameplay here is still really lackluster.
I'm going to be mostly negative, but also try to be constructive, because this is not a lost cause. Yes, this game feels unfinished, but it doesn't feel unsalvageable. I feel like if the core gameplay-issues here could be addressed before the rest of the game gets fleshed out, there could be something really great here (it's already 'special')
Okay gameplay problems:
- All the girls feel the same. I'm sorry, but that's how it is. There is just too little inherent differentiation between girls, between top- and bottom-earners.
- It's just difficult to do "well" at the moment, because there is too little fail-state beyond choosing bad upgrades. Too little difference between a successful club and a failed one.
- The game is only a grind. The only way is up, and the game only consists of playing more. You are just about guaranteed to make a profit because just playing normally makes the girls earn more.
- The only way to interact with girls beyond the shift is to put them in positions where they're in the background, effectively removing them from the game. This is boring, and should be made into something more visible, or alternatively, every job backstage should have a easily visible impact on the stage-screen, the way the "hostess"-position has. Turn the passive bonuses into active procs or events
- Reputation doesn't go down. This is probably a known problem, and I imagine there was a version of the game where it could go down, but it's still worth saying: rep should not be a static bar that only goes up. Even with the brokers-mechanic, it's too easy and unrealistic to go into servicing millionares in a few weeks, when that should be something for the very endgame.
Solutions:
+ Put an opportunity-cost on improving the girls. The current system where every girl learns quickly just by working isn't interesting, and provides no interesting choices. When revising training, it would be smart to put diminishing returns on how much and how quickly a girl can learn each skill, with each becoming increasingly harder to max-out everything for everyone. Give learning different skills an opportunity-cost, that would ideally be mostly directed outside the shift, in the management-section. You might need to introduce a resource to spend on training the girls, increasing the girl's skill-caps increasing openness past a point etc. Give the player the opportunity to min-max. and specialize girls.
Update: Showerthought I had was, that maybe this game would benefit from something like a Fire Emblem-style level-up system, where you gain XP, and your stats level up randomly at each level-up according to a template. One good feature FE also has is the "bonus XP"-concept, where you accumulate XP you can distribute to your party as you want, in addition to the XP you earn in combat. FE also has a class-up system, where you can collect and spend "seals" to improve characters into more specialized, powerful classes. Now, I'm not saying the game needs "classes", and certainly not a lot of them, but maybe just one base-template, and 3-4 "advanced" templates that take resources to upgrade the girls into? I'm also aware of the weaknesses of this system, like how currently the skill-based levelups don't make much sense to level up without engaging in the skill, but I still really like this idea.
+ Put in the possibility of failure in the club-minigame. Having the option for patrons to leave if they are unhappy would provide an interesting fix for a lot of issues with the gameplay. You can make it reduce reputation, slow down the progression into millionaires, punish you for using completely fresh girls for tasks and punish poor energy-management (in other words, the girl running out of energy would cause the client to get upset and leave).
+ As was mentioned, change the backstage-jobs into visible procs in different parts of the game. maybe even cut one, or transform it into a regular upgrade. I don't want to download 2GB of a girl just to plonk them in accounting.
+ This one is kind a personal preference, but I think the girl-traits are a good system for differentiating the girls, and I wish you use them more in the future. The newest one, "Bratty", is a good example of a trait that causes me to make an action based on the girl 's trait, and I wish more traits were like that. I definately endorse including traits that introduce skill-caps, skill-boosts, unique ways to build openness, and other factors that prompt the player to make an action that's visible.
+ A minor point, but if the game is going to be easier to "fail" in, there might be cause to make the finances just slightly more complex. Not a full simulation or anything, just something that provides you with a low, constant source of income no matter how your night goes, to balance out the running costs from running a more complex club. Maybe like a baseline-investment-system, or a reworking of the camshow-upgrade? The goal is to prevent frustration from losing earnings. (update: just played a game with the current version of the investment-perk. as it is, it feels pretty overtuned, giving you something like 10% returns per-day. 2-5% would be more than enough, and even then there should be a cost in influence, for example.
Overall, the game is currently a high barrier-to-entry for a mediocre payoff. The technical implementation is pretty good, though.