Nice little game for a first try.
I do have some remarks on the gameplay (might contain some spoilers).
By far the most annoying or confusing aspect was that certain triggers make little sense from the viewpoint of the player. For example, the dildo scene depends on having the dildo. So, from a designers viewpoint, you must check if we have that item. Quite a logical step, but in this case with an illogical result. I believe the phrase where it was checked was "why don't you come a little closer?", with having the dildo and having drunk as the condition for success. The drinking is logical, in the sense that the girl needs to be loose enough to come closer. The dildo however has no place in affecting that choice. What would the girl be thinking? "Oh, that guy has a dildo, therefore I'd want to get closer with him"?...
And from the players viewpoint this can only lead to confusion. The first time I encountered it the only thing that came to mind was that I didn't do enough positive things, so I replayed and got the same result. There is just no way to know how to solve that 'puzzle'.
To solve this issue you really have to consider the situation the characters are in. If a girl is willing to play with a dildo then I'd say it's fairly logical to say she would also be willing to, for example, finger herself. If you'd add that scenario the branch between those two options (dildo/masturbation) could be decided by having the dildo. The earlier choice (coming closer) would be something decided only by her mood/drunkenness (because that would decide how far she wants to go).
The other situation with the viagra is the same problem. Bringing me to another point, the choice to ask for naughty stuff in the shop is way too easy to miss, it's just clicking in the middle of nowhere (if for example there was a shopkeeper in the image someone might bother checking if there's another option).
A similar example of not thinking from the players point of view is the drinking game. As far as I could tell there's is no way to know the correct pattern of choosing the girls, except for pure trial and error. As a player I consider these situations as purely annoying (compare it to a choice between going left and right, where left = death and right = fame and fortune, only if there's is some hint to going right I don't think similar choices have place in a game). It shouldn't be too hard to come up with a game that depends at least partly on some skill, as long as the condition for winning is clear.
As a final note on my rambling (:D), I really want to mention that Chaotics way of implementing his games really isn't ideal (or to put it bluntly, quite amateuristic). There are the various issues with cookies and browser compatibility that should be really easy to avoid. If you plan on making more games I'd really recommened looking into a better way to implement the games (and if I recall correctly from the earlier threads of chaotics games there are quite a few people that offered to help with that).