Aphrodite, as you seem to be reading this, here's a general "game mechanics" suggestion.
The game basically has a "base state" and a "transformed state". They are distinct by the latter being temporary, i.e., you revert from transformed to base after some time. At start, base state is male and one can get transformed to female via pink pills.
Problems are immediately apparent though - in game play, in the available content, and indeed in what content has been updated - but all of it is easily fixed with a single addition. Evidence:
- "Pregnancy Permanence: Disabled" - the standard setting is against lore but for fun gameplay, a conflict that should not exist.
- "X-Change Plus ... not yet implemented" - the idea that a permanent change requires counselling (when nothing else does) seems against the general "free exchange" spirit, and this has been left untouched for a long time.
- No blue pills - we have clear evidence of blue pills in the trading cards, i.e., they exist in this world. Except they are nowhere to be found, e.g., the pharmacy stocks only pink pills.
Note that 1 and 2 change the base state from male to female, and 3 requires a base state female to make sense (one cannot temporarily transform into a male unless one is female).
Solution: Provide at least one blue pill (for starters) at the pharmacy - "X-Change Plus blue". Then:
- Pregnancy permanence is not a lore vs. fun problem any longer. If one ends up as base state female due to a pregnancy, and wants to get back to base state male, one simply has earn the money to buy the Plus blue. One could even remove this option (always permanence, lore-correct) with no problem for game play.
- The odd requirement of psychological counselling goes away. Plus pills remain special, different to other pills, in changing the base state. If nothing else is done, one will not turn back. But this is now a matter of earning money.
- We have at least one blue pill. Other temporary pills can be added to allow access to male content (in the bar, mostly).
A minimal implementation of Plus blue would require that the player is base female (due to a pregnancy with permanence enabled, or a Plus pink pill) before the pill is taken. And then is simply switches base. That's really all there is to it.
Now, on top of this I will make another game mechanics suggestion. It's independent, and simply something I would think fun. But to be clear - I think Plus blue can and should be added no matter what you think of the following...
Currently one cannot pop a pill on top of another pill, which however seems like both an obviously possible and fun thing to do. In terms of what a pill does, we seem to have three things:
- Duration of the transformation to the other sex.
- Impact on fertility (can one get pregnant).
- Imposition of special effects, like the need for a creampie in a Breeder pill.
What would I then say should happen if you pop one pill on top of another?
- Durations get simply added, e.g., if I pop two basics that will last for two days. Note: for Plus this means turning it into forever.
- For fertility the maximum is taken, i.e., the higher fertility of the pills wins. A breeder popped on top of a basic means pregnance now can happen.
- For special effects assign randomly but potentially bias. So a Bimbo taken on a Cum-Cure will result in one or the other. One could assign "effect strengths". So maybe Bimbo is stronger than Cum-Cure, then the randomness could be biased so that there is a larger chance of Bimbo. (Maybe some effects could co-exist, but this needs careful thought.)
Note that the above means that one can prolong the duration of say a Breeder by popping Basics. And it would even allow to lock in a permanent effect by first taking say a Bimbo and then a Plus. I think that's fine. But if it is an issue, one could simply have separate sex change and effect duration counters, where the effect durations do not get added between pills, and can run out while the sex change is still in effect.
In this system blue pills could easily work. A blue pill popped on top of a pink pill would subtract sex change duration (if the blue pill lasts longer than what remains of the pink pill, the female transformation ends). For fertility, simply take the blue pill's virility stat as the negative of fertility and add (so effectively subtract), capped to the resulting sex state (if the blue pill does not end the female state, minimum fertility is zero, one cannot be a virile female, etc.). Finally, available effects will simply depend on which pill "wins" on sex change. If the blue pill wins and it has an effect, then that effect is selected, if it does not, then we stick what was there on the female side.
I hope you find these ideas useful. I think at least the Plus blue one would be easy to do, lore compatible, and would solve game play issues elegantly.