That's a shame because that was part of the charm and could have left the game pretty veristal in how the player goes through the story.
0 cheat means the character won't cheat
100BBC means take any opportunity for that chocolate.
And so on
I was thinking about such kind of idea too when this game was in an earlier stage and saw the direction in which it developed.
The biggest problem became the Patreon votes since most content is determined by the polls outcome and leaves limited options for the dev to tell the story he wants to tell, and lead to all these separate branches and the gaps they have are progress wise.
Another issue is that no amount of tweaking with the game would get you there now since the game became a collection of mostly indipendent stories that doesn't effect each other and branches only progress when certain conditions are met and doesn't move forward without them. (with the only exception of the Mrs Salim branch where if the MC romances the daughter or not triggers either the romance or the blackmail branch)
To make a stat based character reaction to certain events work the game would be in need of a continuing core story that doesn't wait for stats conditions to be met to progress. Solely for that reason the game would have to be fundamentally reworked to the point were it would be easier to start a new project and use the current branches as a base to tailor them into a single story where the MC and other characters encounter all these events and their stats determine the outcome and how they progress.
It would become a bit of a management game where the player has to decide when the MC spends his time with what character to prevent or enforce certain stat changes.
For example, if the MC spands the evenning with his wife she won't meet up with Jenna in a club and won't get influenced by her, beside that she also won't meet character X there she might cheat on the MC with later on. On the other hand, having a loyal wife in a club with Jenna could lead to her being somewhat influenced by her, but could also lead to the wife finding a new female acquaintance there for the MC to interact with/corrupt.
Since the player often might not be able to prevent every "negative" event to happen he got the option to influence the character through the app, with the downside that the use of the app increases that character Corruption stat which acts as a multiplier that increases the impact of "negative" stat changes like Cheating, Hotwife and BBC and reduces the amount of changes to a characters stats from the MC with interacting directly.
Corruption might also build up over time when characters leave to interact with other corrupted characters, like followers of the QoS cult or character in general that differs a lot in stats. The tricky part would be to balance these events to not let them get out of control if the player don't want to.
The heavy lifting that had to be put in would come from the amount event outcomes depending on the different stats and how they effect future events.
Just as a base there would be at least 3 slidebar stats needed:
Faithful <- | -> Cheating
Housewife <- | -> Hotwife
BWC <- | -> BBC
If Cheating is high enough the wife might cheat on the MC, but the amount of the stat would also determine if it's just a handjob or up to a full on gangbang. She most likely won't tell the MC about it and he might find out about it in other ways.
If Hotwife is high enough the wife asks the MC if he would like her to do it, similar to Cheating the stat amount sets what action happens. If the Faithful stat is high anough the MC might be able to talk her out of it.
If Cheating and Hotwife is high enough the wife most likely will cheat on the MC and tells him afterwards proudly. The levels here might also effect of the wife will let the MC watch live either in person or video chat.
BBC, pretty self explaining. Might have further effects in certain situations, for example a high BBC stat might result even in the wife turning down her boss if he is white, or limiting her actions to handjob and blowjob at best.
A more MC related example might be:
When Paul offers the MC to give up on the niece, the persons he is asking for to have sex with could be determined on the Faithful stat of the characters the MC has currently in his app. (if non of the characters meets the needed minimum Faithful stat the option might not even show up, since Paul might be only interested in humiliating the MC by having to somewhat give up on someone that is faithful to him, when the women are noth faithwul enough towards the MC Paul had no need for the MC to convince them to have sex with him)
If the MC acted too submissive towards Paul in the past he might become greedy and isn't only asking for one of the given options but for all of them.
Beside all that i would also recommend to not limit the game experience to the phone only.
The phone would still have a core roll in the story because of the app, the character stats and to message and manage everyone for meeting up or when something happens at an event the MC isn't attending, but the MC should also be given the option for interactions outside the phone to see more in person how the decisions and stats effect everyone around him in a more living environment.
Something like that bothered me since the first time i saw the "On a date" screen, because of that the story feels very distant since it feels more like the player is just a random guy spying on the MC's phone than being the MC.
p.s.: sorry for that wall of text, i often losing myself in trying to prevent misunderstandings for what i'm trying to tell.