Interesting game that seems to have some potential (I'm a big fan of female protagonist / RPGM genre). Some observations in no particular order:
0. This is just not intuitive . . . came back to add another one: Trying to make the futa potion, but it says "you have no coconut bow with water." Okay. I have a coconut bow. I have water. No freakin' idea how to put water into the "bow." Took it to the ocean. Took it to the river. Clicked on the "bow." Clicked on a water bottle. Filled the bucket with water. Nothing. I'm done until I get answers. I imagine a lot of players are getting frustrated - game could be fun, but the mechanics are just not clear.
1. Potential bug: You can "land" your boat on the second island in a location such that you can never get back to it (i.e. right on the cusp (righthand side) where you leave the beach and enter the screen with the ruins). So my character is trapped there right now. I think that is probably a game over (and unfortunately my two most recent saves were (a) on that island and (b) way earlier in the game). Ah well. I can power through with a restart. But the Dev might want to restrict where the boat can land (maybe add a dock or something).
2. The crafting stuff is too complicated. (a) What is the purpose of the crafting marks? That seems to be an unnecessary "feature" because I don't think you even need them to make anything. I wasted time adding and removing marks and I don't think they're needed. (b) You can "craft" in too many ways. (i) Using the "Basic Crafting" under Items (e.g. making the spear) (ii) clicking on the flashing star (e.g. making the boat) (iii) smashing rocks on larger rocks (to make the knife); (iv) using the crafting table (e.g. making the fishing rod) and (v) clicking on an individual item (e.g. making bait or coconut bow*). I spent more time figuring out the 5 different ways to make items than I spent playing the actual game. Either add this to the tutorial or simplify how you make things (probably easier to update the tutorial than to reprogram making things). You may just want to copy and edit what I've put here - that would have saved me probably 45 minutes (and I almost quit playing the game I was so pissed). You shouldn't have to read the forum to figure these things out (although I figured it out on my own after realizing . . . there must be a reason for a crafting table).
3. Potential bug: Handbook of Crafting (Key Item) has a bug (and I see there is a "bug fix" but there is no explanation - I downloaded and copied the data folder into my game folders - didn't seem to solve the problem). If you go to the last page of the book it remains on your screen. To get rid of that image you have to go back through the book and hit Exit.
4. Fishing / foil: My first playthrough I went through ALL of my vines / rope without finding any foil while fishing - I went through probably 30 rods. So that was permanent game over. You need to fix the random number generator so foil is more common (and broken rod is far less common). On my second try, I was able to get foil (needed for the raft and water filter) by making 4 rods, saving, then playing 5-6 iterations of that save until I got a foil - so that means I went through about 20 more rods before I got a foil. Fix this please. Otherwise, you're going to get the classic "RPGM games suck and are grindy" complaints from all the Renpy sympathizers on here.
5. Upper left of main island: That vine to get to that area is not at all obvious - especially since up to that point no other vines can be climbed. So again, I almost quit the game because I "couldn't" get to that area. Maybe make the descent stairs like the rest of the map, rather than vines.
6. Quests: This game would be greatly helped by using the built-in quest feature of RPGM. I just looked at the Changelog and was shocked at all of the new content. Because being in the game gives almost zero indication what to do next. I've rescued Sunday, I've built a chicken coop and installed chickens, I've planted a garden, I've built the water purifier, and I've found the mountain flower. I'm guessing (!) that now I'm supposed to make the potion, turn futa, and then something else happens? The best games either use an internal dialog or quest function to help the player have a clue as to what to do next. I like sandbox, but also appreciate some sense of what to do next . . . otherwise I'm just blindly wandering around (which then triggers the anti-RPGM trolls).
7. Sex scenes / monsters: My least favorite games are those where you only get the sex scenes when you lose battles. Sure would be great if you could work sex into the progress of the game. Otherwise this will be like half a dozen other "lose the battle / see the h-scene" games. Those don't tend to get as good of reviews as games that make sex an integral part of the story (I know . . . it is early . . . but the Dev is paying attention to this forum, so I thought I'd toss it out there).
8. Cave / bear: Maybe have the rocks fall right after you defeat the bear? Because my first time through the game, I didn't know I needed the spear. So I'm trapped in the cave without a weapon - instant game over.
9. Symbols: I also have little to no idea what all the symbols represent. There's a column on the right . . . I'm guessing those are player stats, but having played most of the content I don't see the purpose / urgency. And then on the top left by the players image there is some more . . . stuff. Red is HPs. Not sure about Blue (MP?). Then there's a water symbol that sometimes appears, I think there's a bottle outline that you can sometimes see, and I think there's a third outline, but I can't see it now and don't remember. Might want to explain those in an intro / tutorial.
Keep up the good work. I'm eager to see the next release. I'm only being verbose because the Dev is on this forum and seems to want feedback . . . and I'd like to see this game be a great one.
*By the way, I think coconut "bow" is supposed to be "bowl."