First off, I'm a big fan of games like Tower of Trample (actually all of Bo Wei's games) and Goddess of Trampling, where a major mechanic is getting stomped and coming back stronger to whup ass. So please understand where I'm coming from here when I say that you have to keep in mind pacing is super important, even in these kinds of games where you're expected to lose a lot.
In ToT, you can beat Scarlett after just two or three losses if you know her patterns (a couple more losses if you're starting fresh). In this game, you have to lose to Mary 13 times to be able to buy the better axe and armor, then probably a couple more times for restorative items. Plus you want to be level 5 so you can cast Fire three times in a row. I will grant that the (expensive) axe may be unnecessary because Fire does most of the heavy lifting, but the point is that you really need to consider if the same battle is detailed and interesting enough to be fought 10-15 times. In the case of Mary, I'm going to say it's not, because there is very little flavor and mechanics involved. Eric attacks, Mary attacks, Eric attacks, Mary attacks three times, etc. The only thing breaking up the attack spam is the scene transitions, which are fine, but not engaging enough to warrant seeing a dozen times.
Related, I find Mary's first transition to be annoying because it's slow, changes the music, and occurs at random. Because there's no way to get up or otherwise interact with it, it isn't actually a gameplay mechanic, it's just a bit of scenery change. Ideally, it would have some kind of function as well as giving the player something nice to look at. It could be something as simple as raising her chance of doing the 2x/3x attack when you're on the ground and you have to decide between getting up to mitigate incoming damage or staying down to power through, or something more complex like her getting new skills or applying a status effect when she's in this dominant position. Whatever it is, something meaningful needs to happen. Beyond that, more flavor is a good idea. Varied text for descriptions, in-battle dialogue, cosmetic changes to keep things fresh.
I managed to do enough damage to Mary to very abruptly (because Eric essentially teleports into position) trigger her toe-licking scene, then she kicked me over immediately afterwards, which seems to have moved the scene backwards. It's not strictly a problem, but it seems a bit awkward. It's probably best to give her a dedicated skill that kicks Eric over into a on-the-ground stance, and then she can do all of the follow-up scenes to greater effect if the player doesn't struggle free from said stance. From a game design standpoint, this suggestion is debatable because typically you reward the player for winning, and the reward in porn games is sexy scenes, so it seem counter-intuitive to show the sexy scenes when you play poorly (in this case, that means the player doesn't or can't struggle free), but that's kind of the nature of the beast with masochistic fetishes. In an ideal world, you would do both so everyone's happy.
You only get free healing after losing to Mary (level 1 only) and Elize. If you beat Mary or lose to ghosts or need to recover from grinding spiders, you have to throw a match against Mary in order to carry on. This should be patched up for streamlining purposes, since you already need to lose to Mary so much.
There may be a bit of an oversight with Mary's damage potential. You can gain defense, which mitigates her normal attack, but her double and triple attacks never go down in damage, so I'm guessing they're using magic attack instead of physical. It gets to a point where you only take 10-20 damage from her normal attack while still taking 90 (per hit) from the double and triple attacks.
In Candice's area, the ghosts are not thematically appropriate in a game that's otherwise about getting your ass kicked by sexy women. I also don't understand the design purpose of the traps. You can see them and you can trigger them by standing next to them and interacting, so there's no way to NOT eat them, but then they never respawn. It would be best if they were somewhat hidden (and respawn at random locations each attempt) and the player could either disarm or avoid them. As they are now, you HAVE to take the damage, and only on the first go-through. From a game design standpoint that's not good because it's just punishing the player for no reason, and the fact that they're not there on the follow-up runs simply adds tedium to the run. Any "frustration" (air-quotes because it's all part of the fetish) the player gets should be coming from being dominated by the sexy women, not spike traps and stock ghosts and not having brought enough potions to tank through everything.
Resting at the igloo suggests it heals you, but it doesn't. Also, Candice has six toes on her left foot in the massage scene.
The merchant in Candice's area feels like a bit of a missed opportunity. It's just some generic dude who overcharges you, whereas I would have made something more like the evil merchants in Bo Wei's games. I won't dwell on this one, but it's something to think about.
Please recognize when the player has already done something and shorten or change the text appropriately. I don't want to hear Eric acting shocked at how dangerous the mountain is every single time I want to go there, Candice shouldn't introduce herself to me endlessly, the dojo shop-keep only ever gives advice on Mary. Related, there's a lot of little polish needed for progression: for example, Elize still tells you that you need to beat the others to end your training, and at no point is it mentioned that you have to fight Elize, and the option to fight her just appears after you're done with Ula.
Map design. There are a lot of people who will dismiss your game solely because it was created in RPG Maker. There are an assortment of reasons for this not-uncommon discrimination, but one of the major ones is that RPG Maker maps are very poorly designed, and I have to point out that your game is no exception to this stereotype. They're barren and featureless, other than the windy pathways that promote tedium by being too large (holding W doesn't make for good gameplay) and prolong the uneventful walking. In this style of game, less is more. You want compact, heavily detailed maps that hint at a story, not extended fields with a single linear path through and no real cohesion to speak of. Who put these spike traps here? Who is this merchant and why is he standing in the middle of a frozen wasteland? What's the point of this igloo? Where'd all these ghosts come from? What is this magic circle, and why does it teleport me to the next area? What was that gate at the beginning? I went through the entirety of Candice's area, and I have no idea why any of that stuff was the way it was. I get that some of it is random humor or placeholders, like you the dev being depicted as a dog or a barrel, and that's fine, but the real stuff should have some kind of method to the madness. Otherwise, it's very irritating in the moment and then forgettable later.
Spiders are also not thematically appropriate, and why do they cause a game-over but the ghosts just bundle you up and return you safely to your dojo?
Eric's secondary class should not be "kiddo." It's suggestive in a way you do not want.
The censorship is a bit weird. "footj**," "ash***", etc. It's a porn game; what's the big deal?
There's... a lot of English issues. Too many for me to address. I recommend hiring an editor if the cash rolls in.
Mary's foot in her first scene needs a small touch-up. What should be her pinky toe is her big toe, and she only has four toes. Kind of glaring in a foot fetish game.
Speaking of art, I appreciate you doing custom sprites, but they need a bit of shading to not clash with all of the stock sprites and the tileset.
Ula's area: The tent doesn't seem to do anything. You can pick up the key in the leaves an infinite number of times. Snakes and man-eating plants... well, you know what I'm going to say about these.
You can buy Mary's shoes infinitely, though they only have an effect once. Speaking of doing the same thing over and over, the event tiles in Candice and Ula's maps can be triggered as many times as you want by stepping back into them.
Hard Leather sells for 2,500g, but is bought for only 400g. Infinite money. You can raise your ATK infinitely with Candice's shoes if you buy enough pairs of them (though she always still has more, and the ones you sniff just... disintegrate, I guess.
I didn't beat Elize because it appears to be impossible to do damage to her, even with the Holy Symbol equipped. Everything working as intended?
If you've read this far, you'll have noticed that I complain a lot, but I only played the game as much as I did and wrote up this constructive criticism because I love the genre and related kinks, I'm interested in the game, and I feel like it has potential. Hopefully you gleaned something useful from this post. Carry on, I'll be watching.