To be honest, in the BF game like this, this kind of "cum dumpster but so good it kills" type character is personally much preferred
than strong and dominant type that you see it everywhere.
Comes to think of it, I dunno why we've been giving fuss about strong and dominant type with reverse rape for 10+ years in this industry.
I wish we have more of these kinds.
The reason more submissive masochist type enemies aren't really a thing is because that would mean the protagonist is more dominant and aggressive. That has the negative implication of meaning the MC is going around hunting the girls (which takes away from the feeling of a heroic figure.)
BF with monster girls is usually the way it is, because in normal rpgs, monsters are aggressors that can't be reasoned with and attack you on sight. They take the concept of monsters from normal jrpgs, and replace them with monster girls, then take battles from normal rpgs and replace them with sex battles.
That's why the girls are aggressive. Because monsters in normal rpgs are generally aggressive.
That being said, most battlefuck have a strong sense of dominance from the male perspective. So it's not like Milky Quest is the first to do something like this. Take ROBF for instance, you absolutely wreck shop with like 30 or 40 monsters before you face a challenge with a boss battle, pumping your hips until they cum so hard they literally can't move anymore. The positions vary from cowgirl, to doggystyle to missionary.
The difference with Milky Quest is that the girls in Milky Quest put themselves in more clearly submissive positions than ROBF. In ROBF it's hard to tell if a position is cowgirl or missionary with the lack of a background and it's kept ambiguous on purpose. That is not the case with Milky Quest. The creator really likes those positions so he accentuates them. That being said, there are masochist enemies that do not chase the player down in ROBF, and when the
player initiates the battle because they want exp or are farming for a drop, the position reflects that with a submissive missionary or doggystyle. ROBF was really smart in that regard. There are even dominant girls that go doggystyle in ROBF, but they usually have something holding the player in place, like the ant girls having mandibles holding the player.
This... doesn't make much sense to me though personally regarding Milky Quest. The only monster it makes sense for me is the tree monster that blocks your path. She doesn't chase you. All she does is heal when you attack her. Very intelligently designed submissive monster. If you want to get past her you have to defeat her.
For Elf, the flow makes no sense. She
chasees you down? > Battle Starts > They're laying on the ground with their pussy facing you. I mean... Lol just leave. Elf would've made much more sense if she totally blocked your way and you couldn't get to the next region unless you defeated her, making the circumstance around that fight feel more dominant on your end, but they make her the aggressor and give her that type of pose. It's incongruous.
I wish we have more of these kinds.
Well BlueHat's probably the most similar to you sexually.
He wrote in his update post on fantia when he got feedback from his surveys that he originally planned for each monster to only have 1 seeding pose, but after he drew it, he liked the idea so much he decided to give each monster 3 seeding poses.
Mating Press is also his favorite position.
And he got a lot of positive feedback on the hyper-pill animations.
Milky Quest 2 did see a lot of success so if you're lucky, some copycat devs or people who have sexual awakenings with Milky Quest 2 might make similar products. I'll say that BattleFuck games generally have a male dominant leaning, but MQ2 definitely feels strongly dominant in scene count and general design sense so there's a good chance that people who really like the game will make similar stuff.
Sadly, the battle mechanics are still too crude to take full advantage of temptation/honey trap moves, for instance. Or Elf could work (as intended?), especially with the fine asses the artist can draw.
The game has a counter system.
To make temptation work they could add a berserk status effect, where the enemy forces the player to only use basic attacks and then the enemy goes into a counter stance. I think the combat system has the potential to easily include temptation and honey trap style effects if he wanted it. I just think that he wasn't thinking too much about the characterization of the enemies in skill design.
My fav is probaly the forbidden grimoire, for how hilarious she is.
I can't win that fight. I can only capture her. It's ridiculous.