Hi! Thanks for the feedback!
"Anal/Oral, as those are my preferences. So having an option to disable vaginal content be nice." Both of these sex types will be coming soon, and thanks for letting me know. Me in my infinite wisdom went straight to female/female togglable, male/male togglable, and then stopped there.
With that though, are you also interested in a slider that lets you say how many NPC's are female/male?
Excluding the bugs, slowly working my way through them. I think the best way to describe the game at this point is its as wide as an ocean but as deep as a puddle. At the moment you'll find a lot of systems that have a single piece of content.
Skills for example, there is one skill in the game and its for running. I never wanted to add more incase they get replaced or redone later on.
That said, moving forwards Im splitting my time up for the next build into the most requested feature, at the moment a map for navigation, bug fixes, and a focus on a piece of content, for the next build it'll be NPC interactions.
A percentage option that a male character is turned into a female character or vice versa. So if you only wanted female characters, then set the percentage of 100% of males turned into females. And for maximum randomness have percentages active for both.
Unless what you had in mind was that we could specify changing the sex of specific NPCs in the game or the sex of the monsters; ie you only encounter female wolves or male minotaurs or futanari demons.
Well to be fair, its like the first major release of early prototype gameplay, so its expected that things are missing. Its just that usually when they are missing, the tabs for them don't exist at all.
My philosophy with skills is to have as few as possible, that covers as many actions as possible. Like in Elder Scrolls Oblivion, where Athletics covers running and swimming. Or Acrobats that covers jumping and falling. Or you could even merge the two together so that Athletics covered running, jumping, swimming and falling. That way too, doing any of those actions builds up that skill, making it overall easier to level up.
A map may or may not be easier to implement than a sub menu that lets you pick your destination, if you've visited it once already.