Re: Mutant Minx Meltdown - Rise of the Monstergirls!
Every artist likes some feedback, right?
In spite of the game's claims to be like a cheesy B-movie, I actually find it a lot more... dare I say... real than Flexible Infection/Survival, or CoC. Those are, of course, good games, but I find that Seldom put more thought into his (barring the obvious placeholders, such as getting rescued by "Army guys, probably").
I found myself getting much more emotionally invested in the plight of my character than I recall doing in either of the previously mentioned games. The changing enemies and scenery really make the game forboding, as once you notice that things are changing, every new day leaves you wondering what the outside area will look like next.
Ok, now the criticism. The characters don't give you much to choose from, background wise. Stat-wise, they're allright. I'd like to see your background have an impact on the story, in terms of your interactions with the island inhabitants, etc. I get that that would be a lot of work, but it would really increase the replay value, especially if the different characters had different quest arcs and endings.
I also find that the text gets a bit jading after a while. Once you've read the description for a place or person once, it's really hard to bring yourself to read it again, which is a shame, since the descriptions do so much to contribute to the atmosphere. If you're already planning on adding illustrations for the various enemies, then it shouldn't be too much trouble to illustrate the environments in their varying conditions.
Tied to the point above, it would be nice if the options for exploration, combat, etc. were further apart. After day 20 or so, you really stop paying enough attention to each individual click, which makes it really easy to select the wrong option by accident.
And, now for some other suggestions. I don't know how many of these you've already though of, but anyway:
In terms of the mutating enemies, it would be really great if you had the chance to stumble upon scenes that explain, or at least show, the transition process. A scene where you caught a glipmse of a Japanese girl growing a tail, or a girl next door growing her little 'extra' bit, for example. Obviously, since suspense and surprise are so important to the game, the scenes should leave the exact nature of the transformation in doubt, and you shouldn't necessarily encounter any more than two or three of them per game. You already seem to have the beginnings of that, with the scene where you steal some guy's backpack while he's getting attacked by the first mushmouth you're likely to meet. More of that, and with illustrations. Short slide shows would be a lot of work, but would really help.
Linked to that, having the chance to observe (and possibly prevent) Selena's infection might be interesting.
Also, after all the buildup of the game period, it would seem anticlimatic to be able to just get rescued. Maybe if, once the army shows up, they would refuse to evacuate you until they had also rescued some of the other survivors? And then they needed you as a guide to lead the rescue teams around the island? You could get a final quest where you got a few soldiers as companions, and had to lead them through the various environments (which should have gotten really dangerous by now) to rescue people and maybe complete a few science-y missions. Ideally, the gameplay should change a bit for this.
Just my $0.02