I'm seeing that as a two-sided argument here:
on the one side I've got to agree with most of what
Ninja_Named_Bob said. Losing yourself in an endless cycle of changing and re-doing meaningless stuff is a sure way to burn yourself out on your project while the game itself stagnates. The initial game idea looked to me as to make a lewd adventure through an unknown land where fighting with sword and shield wasn't an option to ultimately find and "fight" the big bad boss. This hasn't been expanded in 9 months (as
Strange already posted with source) and instead time and effort gets put into under the hood stuff or weird side-stories with one-time appearance characters which either doesn't advance the main story, probably won't get noticed by the player or both.
But on the other hand, if you never change "under the hood" stuff, your past mistakes haunt you and you're forced to work around your own imperfections which as a result creates a giant pile of somehow barely working code that is an absolute nightmare for anyone working with it
(*cough* Fall of Eden *cough*). Also, as you progress though your game development you automatically question your own past choices and want to improve, change or outright delete parts. Yes, the end user never really sees anything of all this, but it is healthy for the game, the experience and the overall development. Also, if you'd just go "
here's dungeon 1, which leads to dungeon 2, which leads to dungeon 3, which ..." the game feels empty. There's no "
soul" (for a lack of better wording) to it. It'd look like this new land you just entered is just one long hallway and nothing more. No exploration, no stories, no unique characters. Just you, some unnamed monsters and the forward button. It wouldn't feel like a striving continent of different monster girls that have their own lifes and stories. And that's what I enjoy about the game. It does feel like you've set foot on this unknown land, full of life, mysteries, exploration and all that is to it. The side stories flesh this whole feeling out, showing that monster girls arent just "generic monster A - Z" but each has their on personality while still maintaining the "
Imma succ u dry"-threat.
Gameplay wise, I also have to give
Ninja_Named_Bob's arguments credit: In a world where violence is not an option and you're outmatched in the art of seduction against monster girls, a certain kind of threat should be there. Technically the threat is that your sensitivity and fetishes get higher after a loss which in return makes fights harder which in return makes it more likely to lose a fight which in return increases your fetishes and sensitivity wich in return... (you get the idea), but the recall stone in combination with the option to remove fetishes and reset senitivity makes it so you have no way of losing, of hitting a brick wall. Which boils every fight down to: "
Can I win the fight? -No? Whatev~, just grind some more and try again". But then again, I can see how bad ends have their own turn off. A bad end means your adventure is over. No recall stone, no ex machina bullshit, only options are restart or closing the game. And anything else at this point e.g. you get a bad end and die (or whatever) but with a blinding light you get reset to the last time you were in town; or any other "
reset back to part X"-option is just an surrogate of the recall-stone. But "death"-death seems also shitty. I spent my time to grind just so that I got unlucky with some dice rolls or picked a wrong option and now I have to restart or load my last save file from 3 hours ago? Defenitely wouldn't want that either. I personally have no idea what a change or fix should look like. I think rolling with the current setup is the best way forward since it allows the game to focus more on the story, the characters and exploration parts while keeping the battling part as more of a little side thing.
The recall-stone does make sense lore-wise, though: new adventurers get tricked into unknowingly taking on a huge debt to then get practically imprisioned on this monster girl continent and their only option is to earn money, so they do what they've learned all their life and go adventuring. Obviously as the guild, you wouldn't want your source of income to die after the first 2 steps into the unknown so a "get out of jail free"-card in the form of the recall-stone is handed to everyone. Also, if there wouldn't be some sort of recall stone, all the guild would be doing is practically spend money to train adventurers purposely the wrong way to then feed them to monster girls.