So the entire reason I made an account was to give a more in-depth critique of this game, but the topic had gone on quite a bit since it was approved and I don't think anyone (read: Gorepete) saw it, so here, have it again.
Spoiler (click to show/hide):
As far as being a Porn game, it's a great deal better than most, with a nice balance of action and sex. In fact, the mere fact that sex is treated as an objective, rather than a punishment as in a Run or Rape game, greatly enhances the experience, and removes the need to kill/injure oneself to get a reward. Additionally, the fact that the protagonist's interest is in line with the player's makes her a great deal more relatable.
Graphics are superb, stylized to great effect. If there was one complaint, it would be that there doesn't seem to be consistent level of detail between Eva, the background, and enemies. For the background, it's understandable, since there's a great deal less focus on it, but it seems kind of weird when Eva's having sex with the Gorger Chieftan and his lines are a lot bulkier than hers, which makes him look a lot less detailed and kind of gooey in comparison. As for sound effects, the lack of them is understandable. A diversity of sounds (which would greatly increase the filesize) would be needed to keep the game from feeling too repetitive in terms of audio, and if you want BGM (which would also greatly increase filesize), you can just play in the background during gameplay.
The plot is fairly simple, but I doubt you were trying to write a novella, and it has it's charm. There's a certain subtlety in how each character shown thus far represents one of the deadly sins, be it Eva's lust (well okay that one's not so subtle), Beezy's envy (based off of Eva's comments), or that bat looking character who's name I've forgotten's sloth (based off the fact she doesn't want to do any of the work herself). There's kind of a weird contrast between Eva's actions/words and her mugshot, which I believe is why some people preferred the old one. Everything she does leads the player to believe she's a bit cold and kinda bitchy (although some would call that badass), whereas her mugshot, which one would expect to make her look like a seductress, makes her look cute. It's probably the rounded features of the artstyle you used. I would really, really like an option to skip dialog though. I know the story's kind of important, but forcing people to re-watch cutscenes is a surefire way to get some of them to start hating the story.
However, beyond presentation, the crux of the matter is the gameplay, which, in my opinion, is where the game suffers. The core concept is great, but there are a number of issues. Firstly, the "Puzzle-style" enemies. Don't get me wrong, they're a great idea, and figuring out how to deal with an enemy is a lot of fun in most games. However, the execution here suffers because of how obtuse some solutions are. For example, let's take the shield enemy outside of Beezy's hive. The solution is, obviously, that if you wait a while, she'll lower her shield and you can dash behind her and hit her from there. However, if you didn't know this, and were constantly trying new things, you might never actually find out she lowers her shield due to the strangely long time it takes for her to lower it. Another example of this is the Hivemother. She's behind some kind of shield, and there is some kind of weird growth on the ceiling I can blow up. I didn't find a way, and, due to the way my internet is set up, I couldn't save properly, so I probably never will. Thinking back on it now, I don't believe I tried anything with my shield, but that's kind of beside the point. The issue I had with the fight is that the method by which the Hivemother's shield lowers is completely obtuse. I tried blowing up the growth things on top, but they did nothing, and the waves went by far too fast for me to really mess around with. The fight generally introduced too many elements at once to comprehend properly, which just seems like bad conveyance. I mean, in other games with puzzle bosses, such as the Zelda series, you can at least narrow down your options to whatever you got in the dungeon, or some kind of fairly obvious switch, but I feel like I've been told to take a sack full of tools and throw it at the wall to see what sticks.
So yeah, basically my first problem with the enemies is that they're really obtuse. Generally speaking, a video game should be more about how to do something, and less about what to do. However, if it was just that, I would probably suck it up and keep trying or look for a guide. The second issue with the enemies is that the puzzle-style really doesn't mesh well with the "grindy" nature of the game. Puzzle enemies are fun to fight the first couple times, but after a while, what was once an interesting challenge turns to tedium. That stretch between the shield enemy and the Hivemother killed me repeatedly, and the shield enemy became boring as hell as a result. Beyond those big complains, the controls have a bit of a delay on my computer and could use some tightening up, and the game over screen has a very strange delay on it, which makes the trial and error gameplay even more of a chore. Actually, speaking of the controls, they seem to stop functioning sometimes for no particular reason. I use the dash jump to get around Bridgette's chain attack, and sometimes it decides not to fire for some reason. That seems like more of a glitch though.
I have some solutions for you to consider, if you even think these are problems, which you might not, I dunno. These are for the next game obviously, since it'd be a dick move to ask you to retool the game after you've already completed it. The puzzle enemies should probably be kept for mini-bosses and bosses, with normal enemies not having invincibility frames. Having to work your way through a solution you've figured out is like having to do a mathematical proof, it's tedious and it's boring. Series with "grinding" aspects similar to yours, such as the handheld Castlevanias, tend to treat normal enemies as disposable fodder, and I think a similar treatment would do wonders in reducing tediousness. As far as reducing how obtuse the solutions are, it would be nice to get a hint as to what to hit/block so we aren't completely in the dark. It doesn't have to be spelled out either: for example, if the intro to the three-wasp thing fight had been edited to show Beezy blocking the charge of one of the wasps, it would've helped a great deal. A basic idea of what to hit or what to use would be nice, and the puzzle fight aspect could remain in the timing of said actions.
To make a long story short, the puzzle-fights are kind of obtuse, and the grinding/trial-and-error gameplay makes them feel tedious once you've figured them out. Code could use a bit of tightening up, since there are some performance issues, but everything else is pretty great.
Also, to keep this from being too much of a repost, have some fanart.