Great game, payed a little extra after messing around with it.
As most people said, game is hard as balls, except the Shack, I was able to get all of the experiments there in 1.0.0 before trying another level and getting frustrated.
grapple mechanics are a little unforgiving even on the new casual difficulty. I still have to use a macro to get out of grapple for some enemies.
I do think this would benefit from some sort of persistent upgrade mechanic. A little extra libido here, A little extra strength there would be great. It could be based on residual money from each match, or each match could track an overall score, which could carry over into points.
This would allow for increasingly more difficult levels or more difficult experiments, but ya gotta balance the grind also.
My favorite level by far ( in terms of level design ) is FER I would love to see more levels like that... I really like how it is more exploratory, and has multiple paths you can take. Unlocking more monsters the further from spawn you go.
Also, what do you think about opening up for players to add their own levels? I personally have 3 or 4 level Ideas that I would like to make.
Now for bug/issue report time:
When escaping from/finishing a rape, if you hold down a directional button BEFORE you escape, the player character stays still, I have many times gotten in a "stun-lock" because I was holding a direction and I couldn't escape.
controls feel a bit stiff. It is Leaps better than most H-platformers, but there is still something off.
Transitioning from mouse on the side that is the direction the character is moving to behind the character needs a bit slower of a deceleration. ( one of the stiffness issues )
-end bug/issues-
if you need more hands on deck, I am a bored programmer who also knows how to do pixel art and has 0 ideas for a game, but always wanted to work on one.