Not sure where you are going with "clicker". The prototype is of course a prototype. But I fail to see the typical clicker elements. It feels more like those casual facebook games where you collect rewards every cooldown. The reward being 7.5 exp and switching animation.
The current summary of clicker on Itch is
A style of game where the player must click on something to earn points, which they spend on upgrades to increase the number of points they earn per click, or to increase the number of points they earn over a period of time without clicking.
Which hints at these two genres
Incremental
A game that has some of or all of the mechanics: Limited interaction or the ability to be played without interaction, rapid growth - often exponential, prestige mechanic(s), An end goal/mission or a general goal of getting a higher amount of currency, and a system of buying and upgrading buildings, units, or similar.
Idle
Focusing on automation and minimal player interaction, idle games let you watch progress unfold over time. Players often engage in occasional interactions like upgrades to influence growth rates or efficiencies, while the game typically accumulates resources autonomously.
And with a few exceptions, all "clicker" games I know are incremental idle games. With some clicking at the beginning or in burst phases, like while logging in each day.
In your prototype you cannot actually do the genre name giver. There is a cooldown on the buttons. Also no progression speed up due to player's choices.
A standard clicker genre type adult game with brothel fantasy scenario would be a bit like this:
Fluff story about how you would want to generate as much lust as possible to ressurrect the Lust Goddess. Therefore you operate your godsend brothel and hire yourself out or whomever and start making money and lust. At first very hard and manual by ... clicking. Queue the animation of the mc. I think that's the Queeny model. With enough money you can buy upgrades, hire more girls that need no clicking, have more rooms, learn more positions, bring in exotic customers and whatnot. All with an escalating amount of income to spend on even more upgrades. Until you hit a wall, because it would not take minutes for the next upgrade, but hours or days. At which point your best choice would be to start over. And do better. Much better, because your lust points give you favor from the Goddess and upgrades you cannot buy otherwise. Rinse, repeat. Bonus points if the restart is justified within the fluff.
Well, the premise of Cookie Clicker was to bake cookies. Lots of them. I am not even sure there was a reason for it. Maybe to feed those monsters or appease Santa and distract the cats.
Fluff and graphics are not that important for a clicker. It sure helps, but clicker fans will not stay for the view, but to overcome the mechanics.
There can of course be variations, minigames and other changes to spice up the genre.