As always I love your style and the feel of the game. I can definitely see this being really good, I love the idea of the party-based skills and almost RPG elements combined with the tile-based strategy. It's a really good framework to build upon.
Just a few of my thoughts from a player's perspective, as some feedback:
Obviously it's early days in development, so its replay-ability is a little limited. This will obviously be expanded out with content, but I think having the difficulty align with different rewards and tiers could be a good way of encouraging more playtime and more playthroughs. That kind of... 'beat the game at difficulty 1 to unlock X bonus next time, beat the game at difficulty 2 to unlock X etc'. I liked the system you have in your other games of progressively unlocking more and more ways to speed up/influence your runs; it provides incentive to keep playing over and over and I hope that finds its way into this game too.
I didn't encounter many scenes during my play-time thus far, so I am unsure if I have just not hit the content or whether it is limited (which is fine, I am just genuinely unsure whether I've seen everything or not). I probably did 6-7 runs through and kept seeing the same things with mostly the same ending text, so I'm not sure if it's just me or that was about everything there was to experience. I don't know if you can progress with certain characters (I have spoken to them all whenever there is the option and traded everything, etc). I saw 3 bedroom/voyeur scenes; I'm not sure if I just didn't RNG any of the others or that is all there is. I hope that a form of gallery will make it into the game at some point; if only just as a way to track what's been seen and whether there's anything still worth grinding a few runs to get or not.
I am looking forward to seeing the combat expanded out in the future. It does get a little bit repetitive and I personally think a fun way of encouraging variance might be to (probably much later down the line) have a system where using certain allies might advance stories/scenes with them, or being able to specialise your party and your allies a bit (maybe having weaknesses and strengths of enemies? Like an enemy having vulnerability to fire, resilience to magic, etc etc). That could make each run feel a bit different, as each time you might have to adjust your strategy based upon the random generation of enemy types and strengths/weaknesses/match ups. Might be good to encourage a bit of player choice between trying to build up a strong, balanced squad or specialising certain characters because you're trying to advance their story/etc.
Just a few thoughts, anyway. Overall I think you've got a really solid framework to build upon, but I think it's a bit hard to really get too much into it right now as after a few short playthroughs it does feel like you've sort of done everything (which will naturally change as more content is added).
I look forward to following the progress. I definitely like the direction it's going! Thanks for all your hard work and effort in bringing this to us, I wish you all the best.