Just wanted to post my thoughts on Nettle Tribe, I finished and got the "A" ending, which as far as I understand is the only one that is fully fleshed out until further updates to the game, which I know are to come. Overall I really liked this game, my criticism hinges more on unfulfilled potential than to say that the game is bad, and I'm looking forward to the update.
I didn't expect references to Bloodborne in this sort of game and the tie in with the insight (karma) mechanic was actually interesting for a NTR game, my only problem was that the visions brought no change to the MC's mindset, even the text after each vision was unchanging so it was hard to feel much weight behind each revelation. The mindreading on the other hand felt kind of half baked in comparison, I kept expecting it to lead to some sort of twist or sprinkle NTR clues, but it mainly served to hint at the direction the plot was going or how some secondary characters were horny, so the payoff wasn't really there.
As I was playing I could not enjoy the pacing of the game due to how you progress. In typical NTRPG fashion you move on the map and trigger events (mostly recollections through visions), but contrary to other games that are purposeful with their "geography", introducing or pushing (quests) to new areas when they become relevant and thus allowing you to explore and trigger events organically, the village is big and open from the get go, and I found this a problem when there is no delineated path or plot driven clues to guess where the events are going to be, specially the minor ero events irrelevant to the plot, which if not for the in-game guide to follow I would not have the patience to obtain through trial and error. (also the guide could be made easier to read/follow)
Unless you choose to stay in the dark by skipping visions altogether (which I'm not sure is possible) the NTR scenes start kind of abruptly and lack gradual progression/corruption, which in this style of storytelling made the game void of the usual tension: mystery, suspicion, exploration and discovery. That is not a problem in itself as many games are like that, but going that hard from the get go limits where you can go later while keeping each scene impactful, and I feel this game doesn't manage this well at all. This might not be a problem in future updates since how much you know (insight/karma) is supposed to change the ending you get, so there could be a best-recommended or enforced playing order that makes it more engaging. As it is now I could not see myself replaying the game to get a slightly different ending, specially due to how slow the transitions between scenes/maps are (I recommend cheat engine's speedhack).
All in all, the game felt pretty generic up until the third and last act when the NTR cranks up to 11 and conditioning/corruption gets worth it, and if you have dropped the game before that point I recommend you pick it up again and push through.
It's weird to say this, but I also liked the world building and mythology which was intriguing and felt like the more compelling mystery in the game, so much that I wish the ending was a little more developed. I think maybe there were references to other titles (Nettle Pain?) that if I got would answer some things or make the plot more interesting but it's been too long since I played their other games and it's all jumbled up in my mind.