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On the more positive side of things, the animations are great, the character variety is fun and full of personality, and I would love a mode where in between levels you get to punish the captured naughty enemies in various ways. I also enjoyed the little touch of giving each target a wedgie when grabbing them and I think it would be fun to have a wedgie variant of the grab attack when grabbing a clothed foe.

(+4)

hey, thank you so much for writing such a detailed reply :D You've definitely put thought into this! This is a proof of concept slice, but I'll try to polish the combat more. The explanations that follow aren't meant to be reflexive/defensive, I'm just laying out the use-cases I've found in testing:
The power-attack has much longer range than the normal one, so I mainly use it to more safely deal with the melee range enemies who charge at you, and the normal grab is mostly useful because you can throw enemies at each other, dealing damage + stagger. Also for using the benches - I have plans for more interactible environmental objects where you need the grab. 
You're right about the 'light attack staggering crowds into a corner' strategy. I want to nerf that somewhat, maybe by letting enemies duck out of light attacks somehow. The 2 items are a light-weight feature for now, I use them both as panic-buttons - the bomb deals 4 damge to everything in range, so if you hit 4-5 enemies it's quite efficient, and the missile is nice for just getting rid of an enemy or dealing massive damage to the boss.
Block and parry works as intended, so there's some miscomunication about what the intention is I guess. Is it he parry window that felt inconsistent to you? If it needs better explanation in game I want to fix that.

I am planning on having a 'free mode' in between levels where you're on the spaceship and can play around with the girls. 'One handed play mode' you might call it xD

(+1)

Well, this is a bit embarrassing, but only after beating the game 3 or 4 times did I realize that the shield specifically follows where your mouse is pointing. I still think that it should be buffed, but now I realize that it is not quite as much of an issue as I made it out to be.

I also did not realize that the rage would be increased with a heavy attack and will test that out. I found the cheerleader cartwheels to be A LOT less annoying once I started remembering to use ranged fire.

Oh, one last thing, the animations for the Finisher Hers are superb and I LOVE them, but I strongly believe that they should grant invincibility. They require full rage, rage does not get retained between lives, and only target one enemy. So, it's not like invincibility during would make it OP and NOTHING is more frustrating than finally landing it on an enemy you haven't used it on yet, only to be interrupted 0.3 seconds in by a projectile, because you are a sitting duck whenever there are other enemies around. 

(+1)

They do make you invincible, but they fail if you mess up the prompts. Did any of them cause you grief in particular? I find the student one to be the most difficult one personally.

I may have failed an input and thought that I got hit. I will test this out.

Ok, after a lot of testing and now getting good at landing it, I can confirm that it was in fact a misinterpreted skill issue on my part. Derp!