Hey, you got your opinion on these things, I got mine! I'm just glad you didn't attempt to start a flame war/start bashing me for my views on things vs yours.
I won't reply to everything at once (TL;DR: busy) so I'll just comment on a few of the things.
I actually don't think that one's all that much easier to develop (unless the difference is with the programs used to develop it and/or messy code from when it was first developed, rather than the choice of genre), as both games have their basic framework already implemented and Spiral Clicker seems to be doing more to reach outside of said framework, lately. But by "low-hanging fruit" I was referring to the players, and how Spiral Clicker has had a much more positive reception from what I've seen. It's likely because idle games are easier to play (or not play, as the case may be), and an unfinished idle game seems to bother people less, since any content is just... there. And especially in crowdfunded development like Patreon, putting less focus on the project that has less mass appeal risks losing your income. The fact is, unlike Adventure High, I've actually seen people playing Spiral Clicker. (Including on my Steam friend list. Dude just makes his porn habits public, and I'm afraid to ask if he's aware of it.)
I... I honestly worry about your friend in that case... that or he just doesn't care. One of the two, I guess?
As for low-hanging fruit: What I mean is, compare an idle clicker to a RPG game (as AH is a RPG/VN mix).
RPG: You need to create encounters, you need to create a story, you need to create maps, you need to create a setting etc. Basically, there's a lot of things you need to actually include in the game to consider it "barely a game to begin with". This is going to take a bit of time to create even the groundwork for.
CLICKER: Does it have something you can click on? Well, game's complete. Everything else is literally just expansions to the base game, be it CG's, new enemies, new characters etc. The idea of a clicker game is that... you click on something. Whether it's monsters (such as Clicker Heroes) or a giant cookie (Cookie Clicker) or... literally anything inbetween. The base idea is that you "finish" a game the instance you can click on something in a clicker game. Everything BEYOND being able to click on something is a bonus (my opinion - feel free to ignore it, should you want to - I take little offense from it).
As such, I consider idle/clicker games "easier to make" compared to basically every other genre that there is (that's including VN's, as they need a coherent story).
In regards to "actually seeing people play SC," the game's not available on Steam so really, how many can you say that you've seen "playing the game"? It's pretty unfair comparing "how many people play a game on Steam vs a game that's only available online unless you decide to DL it" because there's going to be a massive shift in numbers due to knowledge of it existing to begin with.
As for the Unity port, from what I understand someone was commissioned to do it, but then they dropped off the face of the Earth. I rarely follow incomplete projects, let alone fan-funded stuff like Patreon, but it seems like this sort of thing has been ridiculously common even in my extremely small glimpse into that culture. Guess that's what happens when your only means of hiring help is to find some stranger on the internet who says, "Sure, I'll do it."
Don't quote me on this but I remember hearing that he apparently had two different people working on the game but neither of them actually finished it... and he's not learning Unity, AFAIK. And if he is, I'm wrong there and I apologize. I have nothing further to add to this one.
I disagree about the too many routes being the problem, though. The game is incomplete, and this will always be apparent in some way, but the main point of the game is being able to do a bunch of different things, so I feel it would be even worse if that incompletion manifested as being railroaded into one or two routes. A perfect example of this is the bimbo route, which actually has both a complete route and an additional NG+ version.
On one hand, I agree with you. But on the other hand, my complaint is that "if you have 20+ unfinished routes, stop adding new ones and try to flesh out already existing routes."
Quick question: What's more tempting - finding out that a game has 500 routes of which FIVE is complete and the others are literally 1-2 scenes (so basically no content beyond starting them and maybe finding out 1 thing about them) OR a game that has 20 routes but all of them are complete, with more being added in the future? (Random numbers from the top of my head). And yes, I'm completely serious with this question. For me, it's the latter - if I know that I can only do five specific routes because the others have no content, I'm going to avoid them because... what'd the point be? That's my issue with the Redemption route, among others - the complete and utter lack of content.
Every time I start up the game, I'm forced to make 1 of 3 choices:
-Do the Bimbo World Ending (which I've done so often I honestly lost count)
-Do the Mysterious Book route (which I honestly don't care too much about, despite liking Julia, I feel she has a VERY minor role in a route that should literally be about her in my opinion).
-Enslave 10+ people and do the Enslavement Ending.
If I don't choose any of those 3, I'm forced to do half-done routes that leads either to nothing (such as the Redemption, Heroic or Submissive routes)... or force myself to do one of those endings regardless. It's literally a catch-22 - either you do unfinished routes that you're interested in... and then have no content. OR you re-run the exact same 3 endings due to lack of content in every other ending.
I don't have anything to add to the last part in general so I don't quote that part.
With that said, I respect your opinion. I don't AGREE with it, but I RESPECT it. You have your opinion. I have my opinion. Hope you have a nice day regardless!
(And hopefully there will be some updates to this game because I like the idea behind it but the slow updates bores me senseless).
Side-note: I'm just curious, what's with the double spaces in your message? No offense intended, I just noticed it when quoting.