EDIT: Sorry for the long comment. I've been in the periphery of game design for a while so I tried to really analyze different elements of the game from that perspective. Also, your comments about making fun and sex-positive games resonated with me, as I've been trying to come up with ways to approach that very topic myself.
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Turns out the Windows build works -- for the most part -- on Ubuntu Linux under WINE. Thus, take any technical criticisms with a grain of salt. Also, I'm going to use cardinal directions for the right thumb buttons since this seems to be the device-independent standard; South is A on XBox gamepads, X on PlayStation, and so on.
I guess I should lead by saying the style of the game is very well-executed for such an early stage of development. The pixel art all works to tell the story you're aiming for -- rigid corporatism vs freewheelers -- and while the main character's more detailed foreground art (in the lower left) does stick out a bit, I assume once the game is a bit more developed it'll be used for dialogue between her and other similarly detailed characters, where it'll blend in just fine.
I'll need to play it again to have any comments on the music, but the sound effects are all solid as well.
The splash screen would only accept a south button press to begin the game from one of the two gamepads I had connected (A Logitech, for reference), but the game proper would prefer the other gamepad (An XBox One). While it's possible this weirdness is confined to WINE, it might be worth making sure multiple gamepad setups don't replicate this bug.
There are one or two human NPCs I couldn't figure out how to free, due to being in unreachable locations. This might come down to needing to read the intro controls dialogue a bit better, but I couldn't figure it out. (Maybe this has to do with the "hidden rewards" you teased in your response to Impy?)
The game froze for a few seconds on my first playthrough, around where a woman was between two walls you're intended to slide underneath. Of note, I didn't skip the controls explanation that time, so it's possible a dialog box was supposed to pop up? I can do some more testing and report back, if you like.
Is there supposed to be a way to deal with the flying enemies other than just dodging their projectiles or using the bomb? They were never in a spot where I could line up a dive kick, either.