I completely agree and I've been brainstorming of a way to change this without altering the game significantly since that would require me to break saves and change the premise. YTLAG makes sense because the first thing that changes about the MC is his genitals. That kind of kicks off everything else he does. The part where you shave your legs also is done better since iirc, you need some hair to do a spell and you can just go "fuck it" and shave the entire leg.
It's just hard to make the reactions feel more natural while keeping the story going at a reasonable rate. I'd have to write a lot more to fit the many reactions people may have to transforming and becoming more feminine. Some people may be overjoyed if they're inserting as a trans character but others could be very resistant and panicked when they transform.
I'm going to rework a lot of the first week in the future, once I've improved enough as a writer to really make it worth it. I started developing this game exactly 5 months ago, so it really hasn't been that long. I will go back and address many of the issues people have with the intro to this game.
Thank you for your valuable feedback!
I was sure I'd commented on this game before - I certainly had a number of things along these lines to say - but I guess I never got around to it. I'll fix that by doing my best to help you out with this, then!
It was something that immediately stood out to me when I was playing. The complication for this game (that is, the inciting incident that sets the initial state and scope of the story along with how these affect the character) is kinda weak and doesn't make a whole lot of sense
unless the PC is already questioning his gender and we're given no indication of that by the setup. He doesn't even seem particularly troubled by anything. If some of those feelings were floating below the surface the situation you cooked up seems more suited to those sudden transformation games than a slow burn plot. Dealing with being in a totally different form would be the excuse to try all of those things.
You're not so far in that changing the complication would mean having to discard large chunks of what you've already written. Let's look at a few other games and get into what makes for a good one. Someone mentioned eWardrobe; that game sets up a scenario where the PC ends up creating a second identity. That complication works with the gameplay and the writing to show us that the character is either doing it begrudingly, which makes it a game that focuses on slowly taking him out of his comfort zone to have new experiences, curiously, which makes it a game where he can explore a few of these situations without feeling like he's doing something wrong (and maybe discovering some things that he likes in the process), or enthusiastically, which gives the sense that he chose to do something elaborate and kinda silly because it was a perfect excuse to be a she without being judged for it. There's a plausible character in all three versions and its complication is what gave it that flexible shape.
Magical Camp is another one: because there's a compelling reason within the complication for the PC to take on some changes, player choice is accomodated and through it there's always a sensible reasoning behind however much (or little) the player decides to change him.
Princess Trap was also brought up and that's another one where the scenario was very sharp in laying down strong reasoning behind every degree to which the character would need to engage in (and with) the disguise. There's a pressing need for it and reaons behind it which branch the story further (this is important for a complication, I'll elaborate on this in a sec) while ensuring that the story as a whole is cohesive.
Now let's look at yours. There's a curse, and it can be aggressive, but the reasoning behind it feels pretty arbitrary and even mean-spirited
unless the PC is secretly transgender. It's plainly visible to other people, but there's no particular reason to hide it in your scenario. It's just something you can do; it's not this looming threat like it is in the above three games. There's also no reason to engage with it unless the player wants to (not the character - the player), which can only work with two of the three archetypes. For the 'begrudging/resisting' version of the character it's not even clear why he was cursed in the first place. Too many aspects rely on a loosey-goosey just-go-with-it attitude; that's why your scenario is working against you rather than for you.
Because it reads like you worked backwards from the transgender conclusion there's a sense hanging over it that there's only one viable PC archetype. A good initial complication is one that broadens rather than reduces the scope of the story. If it narrows down to something really specific, like yours does, it can end up being way too restrictive for a game that's trying to accomodate more than one playstyle. You want it to give you options that define the reasoning behind all of them.
It should be one that gives us a look into the main character as a person - especially if their identity is the major focus of the game; they should be someone we're intrigued by through the way they choose to deal with the material situation. Most importantly you want it to be working with the scenario you're planning as it carries you into the middle of the story to face new complications. If it feels like the story's not supporting itself, if you're constantly having to drag it to where you want it to go and your plot mechanisms seem arbitrary, it's because your initial complication wasn't a strong enough support structure for the plot.
Since there's no goal that needs to be achieved outside of dealing with the curse, it largely becomes a conflict of character vs. themselves with one obviously correct answer and two more that it's accomodating. The complication as-is splits our three character arcetypes too much; the "girl in the mirror" would be an outright villain from the perspective of the begrudging PC, a possibly-too-aggressive interpretation of the curious PC's interest, and a vision of our enthusiastic PC that they have no compelling reason to resist. You could flesh any of these out, but they'd be going in wildly different directions. Let's focus on brushing that up so that you have with a singular scenario interpreted three ways like our examples.
First off you need a goal that the curse complicates, something that the PC needs to achieve within this school year that gives him/her a reason to be sticking with this rather than, say...going to a bunch of doctors. Second, the natural/supernatural aspects are out of alignment here; your scenario should be adjusted so that it either defines a reason to keep it all secret or does away with the secrecy so that everyone knowing and being curious about it becomes a major aspect that the story can use. The finesse here will be building these so that the plot supports your multiple archetypes without simply forcing the player to get with the program if they want to keep playing. Adjusting the prologue material to suggest that there's something amiss and coming up with some reasoning that works for all of the character archetypes that you want to support will help with this. Next you need a reason to engage with the curse and a second look at what triggers it.
Well, obviously only girls use moisturizer is both silly even for a game like this and something that the PC would obviously be trying to avoid if he's fighting it.
It may look like a tall order, but I don't believe that you need a full rewrite. Here's a quick and dirty example adjustment: following a dream about the 'girl in the mirror', the PC goes to the fortune teller, who's very overbearing about some feelings that she insists he's buried, to the point where she forces him to confront The Girl in her crystal ball and curses them to switch places. The PC wakes up in a mirror world that's both the same and offputtingly different from the one he knows. If he doesn't reconcile with The Girl over the course of the year then he'll be trapped in there, as she was, while the sanctimonious fortune teller allows her to take over his life. The transformation element comes from talking to The Girl, hearing things she wants to try (like, say, asking his sister about hairstyles), and his attitude when he goes about it determines the intensity of the transformation (bare minimum to saisfy her, trying it out and having a little fun with it, or going all out).
There's a goal, complete with a ticking clock element that compels you to engage with the curse element, a curse engagement mechanic that's less arbitrary, a scenario where you could either justify hiding the magic or bringing it out into the open depending on which would give you more writing options that you'd find interesting, and a way to flesh out The Girl into different metaphors without having to write completely different plotlines.
If you think on what you have I'm sure you can come up with something along these lines that'll allow your scenario to be more flexible and supportive without having to go "I love this scene, but how do I justify it if the player isn't going the trans route?".