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> And please don't hesitate to write here if you run into more issues or have other ideas

You wrote that and I WILL cash in that coupon! (If you find this to be too much or boring, you can always tell me to shorten or something. I just want to give as good feedback as I can.)

Before I will give other thoughts, I'll adress a few things in your first response to me:

Re: Clothing/Texture difficulties. I'm sorry, I didn't take into consideration how much bs you have to do to make these things as good as they are. So my bad :(

Still (and if you get tired of this train of thought, you can just not respond or just tell me to stop) maybe, concerning the kiss/lipstick marks, make a certain number of fixed spots where they'll appear when (I will now refer to combatants as P1 or P2) P1 kisses P2 on say the neck during a seduce or maybe a slow gradual increase in color on the penis/dildo the more it gets sucked on. Though not only would it mean the game would have to recognize what is lipstick and the added fixed possible spots would already increase the load of loading in. And it may go against your design philopsophy., with the way the system has to 'guess' essentially where goes what on a procedural/generative proces.

Like I think it truly sunk in how much you worked in this effect system and the way it generates effects is when P1 got P2 in a face sit position and when P2 came onto P1's back it stuck perfectly where it struck. I was like AYO, IMMA PAY ATTENTION NOW! (Like, I wish I was in a position where I could give you money, because there are so many of these details, it's insane is what it is. It kinda feels wrong of me to share ideas on what you could do, cuz it feels like ordering you around :(  . )

Re: Also considering the clothing: I first mentioned the toeless legwear thing cuz I was idk being goofy and not recognising that those ankle guards are essentially what I meant. Or go to an average video that shows a kickboxing/muay thai match and you'll usually see the fighters wearing those things (also called ankle sleeves or wraps). They're there to increase stability in the joints or something, but they also have the side-effect (in a sexfight game context) of looking hot as hell. Blah blah blah! You already had them and I was being DUMB!

However!

You could do this thing where you make certain parts of the clothing possibly opacious (you already did this with the simple gloves medium size, material 2.) Imagine if you will socks (knee high) (or any kind of leg/footwear) but material 3 or whatever covers the toes and/or heel could be rendered invisible and thus, no need to make a gajillion different  clothing for what's essentially the same thing. You could even do fingerless gloves with this.

Hell, now that I thought about it, I actually wouldn't mind if the boxer shorts and the loose long pants were 'unrevealing' or just normal I guess. Would it be possible to make different variants within the same piece of clothing. I mean take the long tights for example; you have two different pieces of clothing, yet they're (roughly) the same, but they both have a different design and one is revealing. Would it be possible to say, have 1 long tights and from a few side-options, you settle for the one that has stripes or not and then whether or not it is revealing or not. Would this change perhaps mess up the current way that things are organised too much? Like I don't want to crack the whip on you! I'd amost say take breaks dude, an update a week?! Are you a daemon or something! AND a free updated version for us lowly moneyless plebs to enjoy??? I kneel.

Re: More clothing yap: Okay, okay, so I already said about opacity being more prevalent and perhaps a more items of clothing merging into one so to speak, but what about more items that can altered more thoroughly? The Tricorn and the Antlers and a few others can tweaked a bit, a little. But perhaps with the boxing gloves, one can increase the size a little bit? (I know this would probably not look the best considering it will clip through so many things) but think of foxy boxing. The entertainers tend to wear comically big gloves so as not to hurt the other one and make it look as fetishistic as possible.

Also, considering we have a tricorn, I'm surprised there isn't a cowboy hat or witch hat.

Also, seeing as though the lack of back options regarding clothing; what do you think of capes or mantles? Could be fun to play around with. Could also horribly clip and jump around the moment P1 and P2 stumble on the ground and they do their Laying actions and such.

Would also be neat to see star-shaped glasses or monocles. Hmm, perhaps enter some sort of 'mouth' wear by way of vampire teeth or mouth guards (used in sports like boxing/mma/hockey/gymnastics to not have their teeth broken. Though this would also be seen as it inflates the lip a bit) Actually, what do you think of MMA gloves? Unlike the boxing gloves, mma gloves show the fingers and are bumpy at the knuckles mostly.

Re: Freckles. I suggest prioritizing the breasts and butt if you haven't already. Also on body paint: I suggest giving the ankles and legs (thighs) the priority here. There was also this thing with the belly tattoo? Hmm, perhaps another paint  figure there for variation sake.

Actually this is a segue into bodily features so, next comment!

I'm gonna give a quick reply because I'm about to call it a night :)

The thing with the lipstick is that it can't just go with fixed pre-agreed spots - the engine does not know what a kiss is, and is completely agnostic to the actions / animations it plays. To have fixed lip marks means that the engine suddenly needs to know this stuff, and creates weird dependencies. It's not a good pattern. Yes, it works, but prepare for trouble in the long run.

One thing that I should probably throw in because it sheds some light on my approach to game development: I'm basically a one person team - I code, I do 3d modelling (which I'm still learning and not that great at), I make animations, I do game design, I do support and bugfixes, I do a bit of marketing when I can, I answer questions, do a bit of community management. It tends to make for a busy life :) What this means is that I have limited resources (time, mental capacity) and so I need to pick my battles, and also be extremely mindful of what could make my life as a game developer a lot harder. Antipatterns and added complexity and the 'and the kitchen sink' can be my worst enemy. So I try to stick to best practices as much as I can.

Clothing and wearables in general are probably my biggest nemesis when it comes to the game. Adding things isn't quite trivial, due to all the shapes that character customization allows. Clipping is a big issue, and it's horrible to solve, especially when it happens with shape (morph) combinations. You repair something and then it breaks something else. So while I am trying to add as many wearables as I can, it's not so fast going. Add to this the other things I'm working on, and it will be pretty obvious why so many things aren't (at least yet) in the game. I have a long list of ideas, suggestions and requests that is literally hundreds of entries long (not limited to just wearables, ofc). I agree, a lot of things would be cool to have, but when it comes to clothing, I think I need to first cover the basics. I'm now trying to slowly add non-revealing wearables, for example. More things will come in time, for sure.

Re: opacity - some things can't be made transparent, due to the fact that they hide the body part underneath in order to avoid clipping, especially when deformations go differently between the body and the wearables due to differenr distances from the bones to the meshes. In some other cases morphs are applied that instead of hiding the mesh underneath the wearable, they make it smaller. So while for some stuff the transparency thing may work, for others it would not.

Capes and mantles would need cloth physics and collisions to look good, otherwise they'd end up looking pretty wooden. I gotta say I haven't looked into it, but I would imagine it is resource intensive. Performance is something I need to also be mindful of, due to the game needing to run ok on mobiles too. However, ofc, things can be optional. I'd say atm capes and mantles aren't a priority. Would love to have them, ofc, but they'd need to function well enough and look good. Maybe one day.

Vampire and orc teeth are actually available as mouth/teeth shapes starting with v1.22 I think (or around that version). Their length is customizable, which makes things nore customizable than if using a wearable.

Freckles and body paint - maybe when I'm done with the stuff I'm working on now, or maybe a bit here and a bit there. I have put them down on the list, in any case.

Oh, another thing. While I try to take into account feedback and suggestions, I also make no promises and make a special point of setting expectations and letting people know I do not know and cannot begin to guess when I'd be working on / delivering something. Or even if. It's a necessity when you get a lot of suggestions and you know it takes time. Also, I do tend to work on what I feel I want to work in the moment, because it keeps me motivated and interested. There is no grand plan in the order of things, apart from some intentions, a long list of things, and the occasional random ideas :)