A few ideas from me as well:
1) It could be interesting to implement a change of missing an attack. As it is now, it is fairly safe to enter a fight and know the outcome. Could be interesting to scale it vs lust or perhaps the addiction of the hero vs the "main" addiction-category of the current enemy. To begin with, a flat chance would be more than enough. Perhaps different weapons could have different hit-chance percentages?
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- Of course... Meeting Zoe and missing a hit could be very unfortunate
1b) Critical hits could also be interesting, both for the hero and some enemies. I guess this is somehow implemented, in enemies with variable attack-values, and:
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- in the cutlass, vs shemales. But could be fun to have the option on other items
Hero items could then have protection vs crits, or bonuses to get critical hits.
2) Sometimes I really want a specific item, but end up grinding the same area for quite some time to get the recipe to drop. And often a boss won't drop it's recipe, which makes it difficult to test out the game with those items. It could be interesting if the shop sold these items, at a high price, of course. You could make it so that an item unlocks in the shop after defeating the enemy who drops this recipe a certain number of times, and the item of the recipe a boss might drop, could unlock in the shop after defeating the boss.
3) Should it really be safe to sleep with the "Naked" status effect? With all these scary characters roaming around the woods, it would be unfortunate if there was a chance that some passer-by saw the defenseless hero, ready to be taken advantage of

. Of course, if you sleep naked, you probably had a bad day, and faced the consequences. The Naked status already has a few negative effects, so if adding more negative effects, they should be scaled carefully
4) A couple of "bugs" or "unimplemented features" related to lust:
I was fighting an enemy, can't remember which one, that decreases your max lust when you lose. Naturally, I had to test what happened if I ended at 0 max lust, so I went ahead and got defeated quite a few times. In the end, I was at -10 max lust.
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- This was not Hope, but another character in an early zone, that decreases max lust by 10 after losing to her. Hope handles this kind of situation very well, by her ending.
a) It would be fun if enemies that can reduce max lust had a special event if the player reaches 0 max lust.
b) Perhaps a "bad end" could be implemented for situations where you reach 0 max lust
c) This is perhaps the most relevant discovery: If you have dreams at night, and you end up with lust above your max lust, nothing seems to happen. You simply wake up with, for example, 40/20 lust. An option could be to make the hero orgasm in his dreams, and get a negative debuff for the next day, or similar.