Thank you for all of this feedback, this is quite thorough!
Alright, most of the problems of the fighting come from how the original works (both games use the same damage calculation). In the original you have a partner or even a whole team, meaning that you not only have several attacks per turn, but enemies also have several targets they can focus on. The fact that in this game you're only one character fighting against hordes of enemies who also all have very effective attacks makes it really hard to balance. If this would be a normal dungeon in the normal game essentially everything would one-shot you, which is why all enemies in this game are vastly underleveled and all of their attacks have greatly reduced damage compared to what they'd deal in the real games. The team would also usually enter dungeons with an already filled bag containing several healing items which is something that is not included yet. To combat this I'll make the player spawn in with a few helpful items until I release the town.
I definitely have to agree with kinks making several aspects of the game harder, especially the INT loss one being the cruelest one considering all of the abilities it takes away from the player. Probably a thing worth mentioning in the kink selection.
Starving to death is not possible and will probably (hopefully) be resolved by giving the player starting items.
It's a design choice that certain effects are not fully explained, if you are talking about equipments and their curses (and other effects like Corruption). The idea was to simulate that feeling of finding a random equipment in a dungeon and taking the risk of it being cursed or beneficial. Also, in the menu you can look back at the log at any time as well.
Traders don't talk to you if their offer wouldn't make sense (such as getting chastity if you already are in chastity) and they also shouldn't spawn in that case or at least pick an offer from their offer pool that you can actually agree to... well, I'll have that fixed!
The ending icons are still a liiiiittle bit visible behind the lock, just to give a tiny clue, such as certain traps or traders. Though, yeah, not really that big of a hint.
Item shuffle from amnesia is a thing I thought about but I like that the player gets the feeling of maybe remembering what the items in which place were and maybe even finding themself to be unable to fully remember everything. Which is exactly what the actual character feels, not fully sure what everything was, even though they knew it not too long ago.
Thank you again for all of this feedback, this is the exact kind that I wanted to get! A lot of ideas to polish the game even more or think twice about certain mechanics or why they are the way they are.
I'm glad you are able to enjoy it as much as I enjoyed making it, prioritizing gameplay over porn was my general approach to this so hearing that it actually is fun to play outside of the porn scenes does make me happy! ^^