The GOOD:
Having played this on a trackpad mouse, it's nice to know combat isn't necessary and you've definitely designed some rooms without needing to fight enemies. If anything, some rooms are easier if you avoid combat.
Having done the lurker 'puzzle room' at the end of act 2, it's obvious that the game's 'beatable' without shoes. I assume you playtest the game with minimal upgrades and nude, and I appreciate that (barring 1 exception) I had all the resources I needed to succeed at every room.
I like the fact the enemy design is somewhat varied and I would like to see more of it. The idea of enemies having "an ideal struggle timing" is nice and reminds me of Anthophobia, another excellent H game imo. It's possible I may have missed a few rooms, but if possible, a datalog of sorts describing enemies in more detail. You can also do perhaps an NPC hinting at 'future enemy weakness' like an NPC getting fucked "now that he came inside me i definitely don't want to leave. And to think I wanted to have him pull out earlier." or something far less cheesy.
Clothing having stats is nice, and there's a sizable variety.
Defo see the silent hill inspiration
Being locked into a room and being told 'you can't leave till you get everything from this room' has definitely prevented me from backtracking for a key item.
-------------------------------
The "I found this to be detrimental to my experience":
Mantis Room: I have absolutely no idea what you were supposed to do with the mantis boss. With no shoes, I found dodging him to be entirely unreliable (I tried running backwards and towards the sides). The NPC gave no hints to defeating it either, merely saying "I can't help you if you were to be bred by it". I cheesed it by letting it grab me, breaking free, putting a few shots into it and then letting it grab me again to repeat.
-------------------------------
"All the QoL stuff":
Item pickups should be indicated without the player opening their inventory to see what they just picked up.
Speaking of items; can we get a gear window to see what the player has equipped?
"It would be nice if savepoints granted a low durability shoes"
There absolutely needs to be a better tutorial. Or at least a reference for what all the icons mean (i nearly played through the whole game without understanding what the masturbate heart meant) and how struggle works. If you could introduce enemies that weren't rather difficult to hit as the first enemy for the bracelet that'd be nice too. I'd even be okay with you just putting a jpeg saying "here's all the icons and what they mean"
Keybinds don't show all the commands, particularly masturbation which I wasn't even aware of until i looked up a guide for act2.
Is it too late to suggest a "do not force reload" feature? If i fire all my shots but 'i need to move' i'd rather move with 0 ammo ready to fire. A toggle will be fine.
Probably too late to suggest this, but if pacifist route is to be encouraged(?), showing enemy detection radius and more elaborate ! would be nice to have. (Blue being 'enemy is aware of your prescence, red being enemy actively chasing you, etc.)