Re: (7th Dream) Pretty Warrior May Cry (Read the First Post)
Played the demo, loved it, bought it.
I don't play games for the H content (For example, a game like Lilipalace motivates me to NOT lose due to your heroes getting aggressed and Nightmare Sphere is one of the best games I've ever played, both H and non-h put together) but this game is very fun especially since I adore strategy games. It's pretty unique, interesting, with a ton of unit variety and reasonably challenging too. I unfortunately didn't have time to play it much at all yet, but I can already say it's definitively one of the best buys I've done on dlsite so far.
While I'm not far in the game, I have a few ideas/suggestions. Unfortunately, some of them would require substancial modifications so they are probably more suited to a Sequel (I'd buy) to the game instead of trying to put it into this one, but... It might be useful suggestions one day

The H content isn't what interest me (I'd definitively buy the game even if there wasn't h-content in it: What's in there right now doesn't match my tastes anyway), but I know it's a big part of what your main audience wants so I'll try to give some suggestions regarding that too. It's not a list of requests, just suggestions so do what you want with them
- Enable the player to redo the previous stage (or select from a list of previously completed stages) so that a player doesn't get stuck with no souls and forced to restart the game entirely if you did mistakes upgrading or some such. The game should remained balanced the same way as it is now (so that you are never forced to grind stages if you do things correctly), but this way it would at least prevent a player from being completely stuck.
- (Probably not worth development time since your core audience wouldn't use): I personally play the game for the gameplay and not the h-content, so converting knights in the torture room using a lilith feels very time consuming. What I do is assign make 2-3 liliths and then I alt-tab to do something else or read a book for some time then come back to see if it's over. I'd enjoy having an option to "skip" the lengthy recruitment in the torture room. It's definitively not a must and probably not something that most of your players would use, though.
- (Expansion or sequel) Occasionally have neutral creatures in the maze that attack or capture both your monsters and the enemies. There would be three main uses for this:
1) Immobile guards that could protect upgrades or big Soul stashes. Sparing forces to attack the monster defending the upgrade while still stopping the enemies could create some interesting strategic challenges.
2) Wandering powerful monsters. Freeing them (removing the blocks around them) would be risky since they can attack your own monsters, but since they can also attack enemies, they could be used as helpful allies with the right timing and strategy.
3) Add more H-scenes variety both in game and for the torture room. For example, one potential neutral monster could be a demon queen which could interact with both your creatures and the enemies. If captured, she could be added to your troops like the other regular humans (but perhaps with more than one use, or some such) so that taking down a powerful (and 'optional') demon queen would give you both an extremely useful ally (for gameplay) and new scenes (for h-content)
- (Sequel) Have a limited radius around your main character where you can summon monsters and a bigger radius where you can dig. This could make the game more interesting since it would put your main character more at risk (instead of stashed in a far away place and forgotten for the round after the first few minutes) and have a more active role. Probably impossible to implement in the current game without having to rebalance all the stages though, so better kept for a sequel.
- (Sequel) Allow you to "refill" dungeon squares for an hefty dig points cost, but only if it doesn't wall any creatures/characters in. If you combine this with the "limited radius digging" and the "neutral monster" idea, you could manipulate the terrain more in order to try to guide the neutral monsters and enemies in the path you want, but doing so would cost a lot of dig points (which would make them more relevant too). As long as the game prevents from walling off anything, it could lead to some pretty interesting strategies in my opinion.
- (Sequel) Main character female. Reasons for it:
1) It would allow the main character to be used in h-scenes while taking damage from enemies, and also could be used for prisoner conversions (both males and females).
2) It would allow for a more "personal" approach in the game. Right now, your main character is merely a device for being game over, not an actual "participant" in the game. Having a female main character allows her to be more involved directly in the game than the male (For example I doubt that many players would like the current creepy male main character convert a male knight). Combined with the other suggestions, it makes your main character an integral part of the game (such as being ultra careful while releasing neutrals, option for convertion while not removing the others, ect), while still keeping intact all the good stuff like the monster summoning.
3) (Personal reason) I much prefer using a female character instead of a creepy male like in this game... And due to my orientation, yuri is more alongside my line of interest so it'd be swell if yuri had a tiny part in the game
