I have never hit the donate button so fast before. Have been looking so long for a lewd adventure game focused on breeding AND including pregnancy mechanics and a moderately elaborate in-game world mechanics. This game, thus, surpasses Breeding Season/Cloudy Meadow in regards to what tropes and ideas I really, really wanted in this kind of game.
As the game is still in early alpha stages, it goes without saying that the art still have a few ways to go and the UI is yet to be polished, so I'll give a few feedbacks and suggestions regarding other aspects:
1-Exploration Life Quality: when the player is viewing a location, it would be nice if clickable parts of the landscape where already indicated as such or where highlighted from the background, just so to prevent some minor "pixel hunting" and to prevent new players from getting confused as to where they should click on. Also, when Exploring somewhere you have already explored before, the game could give display a few tooltips to remind the player of what he can find in the area the mouse is hovering over, as well as some information on the area.
2-Strategic Information: it is much appreciated that game doesn't handhold the player with patronizing tutorials nor leaves the player to their own devices with minimal static tutorials, as well as the fact that the game trickles mechanics and actions in so the player is not overwhelmed with choices early on, but nevertheless I still had a slightly hard time figuring out what to do and how to plan ahead my actions. For instance, how do I know which Monsters are better for hunting or for being in my army? How do I know the possible risks and rewards of my actions? How do I know what kind of Monster I gave birth to? How do I know what exactly "Bonding" does and why it requires me to click somewhere on the map? I could use the game giving me some information to aid me on deciding what to do and hinting me on the game mechanics.
3-Instant Texts: I am a very fast reader, to the point I can read the text faster than it is slowly displayed. This causes me to just keep clicking the mouse to make the message fully display and then to continue the text. This is a bit annoying. I think there should be an option to make texts display instantly in dialogues.
4-Turn/Round Cycles: instead of making a Round be a "budget" of Turns the player can take, you could convert the Turn/Road cycle to a Day/Night cycle in which each Turn takes a portion of the cycle (kinda like Persona games, for instance), and put a button on the GUI to wait out a Turn to make all Monsters rest to regain some Stamina. This way, you can reuse the Stamina mechanics and let the player be able to continuously take actions if he can afford it, instead of forcing an awkward pacing where the player has to keep going in and out of the base to Rest after spurs of only a handful of actions.
5- Flash's life is a flash in a pan: Flash has long been a very clunky development environment for games and inefficient plataform for larger games, and it is only a short time away from being discontinued and rendered completely obsolete. This game's release can be mired by Flash's limitations as it becomes become asset intensive or more involved mechanics are developed. I suggest you look for other game engines to develop the game on, such as Unity3D, Game Maker or Multimedia Fusion. Unity3D is the better option if you want to make the game be playable on a browser.
6-Better Hunting: maybe you could allow the player to select multiple Monsters to go hunting so to bring back more food. After all, having to order hunts one-by-one gets a bit annoying after a while. The same applies, in part, to many other actions that are likely to be taken many times over in one Round.
Feedbacks aside, I really, realy, really look forward for the next updates. I'm a game developer and artist as well so if you need any help, don't feel shy on asking me anything.