I found some bugs:
If you use the flex skill, in certain cases you can cause enemies to levitate.
For some reason, there's a 1 second frame hangup right after you enter the cave.
Not really a bug, but getting 2 monsters (the cave right before the desert) right on top of you is basically a death sentence, even the flex skill won't help unless you get insanely lucky. Player needs increased "stand up" immunity.
Overall feedback: Definitely a lot more fun than the previous version. Though I think the combat will need some additional animations to make it "feel" right, which unfortunately means an increased workload for you. So I hope you don't mind that.
Combat suggestions: A crouch, with options to crouch kick/punch. Some kind of kick input in general. A dodge/block/parry to avoid, block, or even counter a monster grab. Different monster characteristics. Right now monsters basically all fight the exact same. I know this is mainly because the grab animations haven't been done yet, but it would be nice to see, for example: Slimes being more resistant to damage, Goblins being more "punt-able" AKA flying further back and taking more damage, but also doing cheeky stuff like throwing lust vials, or dodge rolling to get into a better position, and cats being able to break stuns and dodge hits on occasion due to their reflexes.
Minigame feedback: Right now I think the quick react one needs a slight tweak to increase the time window. It feels a little too unfair right now. Add a starting highlight around the first key in the "complete the sequence" Minigame, I was originally trying to read it right to left, but the actual starting input is left to right. A highlighted first key would've prevented that confusion.
Cumming in a monster should, at least partially, clear the player's "lust"/stamina meter. Alternatively, an item found later that grants this ability.