Thanks for the extensive feedback.
1. The only assault rifle currently available is only obtainable if you defeat Velora in a battle, which is quite difficult if unprepared.
2. I'd like to add these stats to the Sim-Chair menu if possible. It's on the list.
3. For Melee and Ranged focus perks, I figured it was obvious that you shouldn't activate both, seeing as they both have glaring negatives to them. In terms of design, I want to have certain perks that only really work if you focus on one kind of combat, at the expense of others. There will be more perks in the future that fit into this kind of design idea.
4. In RPG Maker MZ, at least, state resistances are multiplicative, so your calculation is correct. The displayed stat in the Status menu is your 'resistance', so you're 9% less likely to be afflicted by the state. If it was in the negative, you'd be 9% more likely to be afflicted by the state, and it would display as -9%.
5. This might be something I add in the future, as an optional feature.
6. I try to make it obvious in the design of the enemy what type they are, but I'm considering changing the scan info to show their exact subtype in terms of EXP.
7. I don't want to discourage grinding if possible, and this seems like a very time-consuming way to do it, honestly. You only gain weapon EXP if the attack lands, so at maximum distance, you'll miss a lot. Plus, having maxed Aphrodisiac EXP will be a dangerous thing to have, down the line.
8. Catalogue's inventory is random to an extent. Sometimes she stocks Shotgun ammo, sometimes she doesn't. There will be plenty of opportunity to find more as and when more content is added, though.
9. Pregnancy content is not fully fleshed out yet, but yes, outside of Arianna's Parlour, you'd likely need to lose a lot to gain that type of EXP. The only real benefit right now is that Arianna's Parlour patrons will tip you if you impregnate them, so there's that.
Again, thank you for the feedback. The game is definitely a work-in-progress, and these sorts of posts really help me reanalyse elements and see if improvements can be made!
So,I would like to push back on point 7 a bit. First, I just went into the game and checked and you get exactly 1 weapon xp per attack, hit or miss, ranged or melee (I didn't check the smg burst fire but I assume it gives 3 xp for the 3 attacks since combo punch gives 2 xp for 2 misses and I did check that). Now, what I would hope you don't do is change this to make misses give no xp since that would both throw off the pacing of how you gain weapon traits and punish the player for missing when they're low "level" and more likely to need the xp. Again, this is only a "problem" with the tailbiter alchemist since she has no long range way to end the fight currently, so you can start a fight with her, select a melee attack at max range, and then just hold down enter for as much melee and aphrodisiac xp as you want for the minimum number of game actions and resources (since you don't spend water food or energy as long as you don't leave or lose a fight). Ultimatly though this isn't a huge issue so if it's left unaddressed I wouldn't lose any sleep over it.
However, if there's one thing I'd really really really hope you do change is point 3. I understand that it's clear to you that activating both perks at the same time is a bad idea, but as long as it's not hard locked out, players will do it. Whether they misread the perks and think the bonus from one is larger than the penalty from the other, don't pay attention to the numbers in the first place, or activate one and then forget to deactivate it before activating the other, it's absolutely going to happen, and there's no reason to let it. There's no circumstance that I can conceive of (and I've played a lot of games with a lot of exploits so I can conceive of a lot) in which you'd want to have both turned on so I genuinely ask, if there's only one change you make as a result of my feedback, it be this one of locking one focus perk when you take the other.
Ah, yes, sorry, you're right! I was thinking of an older version where it didn't track misses. Don't worry, I won't be changing it.
I need to add more context to the upgrade system anyway, so when I do, I'll see about locking players out of either of those focus perks. It'd be useful to have a system like that anyway.
Thanks again!
For 7. I think it's a very good thing in a an RPG to be able to do that.
If you can defeat enemies through great skill and knowledge, it rewards the players who engage with mechanics and learn attack patterns, if you can defeat an enemy by grinding for hours and then steamrolling it, it rewards players who spent the time to farm in order to ease them if they lack skills. Both are good.
Although i hope that have maxed up sexual XP won't make the game near-impossible, softlocking players is never very fun.