I really like the choice of art style here, it's charming and the characters all look great. Big fan of the different body types on display, the characters don't all feel or look the same and that's hard for a lot of artists to pull off. The characters are as deep as one should expect; basically one or two-note tropes. When done well that's totally fine, and they are done well, the writing is solid. I snerked a few times.
Presence of NTR doesn't matter to me, this is a game telling the story of a pre-generated character so it ain't me getting cucked, it's that character. Sucks to be him. I mean, you don't even get to name him! Why self-insert so hard, ya'll?
That said, haven't actually seen any NTR so far. It feels like people want NTR to mean "literally anyone other than the MC gets their dick wet at literally any point in the past/present/future" so I guess if that's your standard, sure, there's NTR. As always, the worst thing about having NTR in a game is the people who will clog up the pages complaining about the very clearly labeled thing they don't like being in the thing they didn't make, don't own, and have no investment in.
Know how many games on F95 have the "scat" tag? Tons. Know how many of their threads I have clogged up bitching about the thing I don't like being in them? None. Because I'm too busy clicking passed them to find something more inline with my interests!
Echoing others, the minigames are... bad. They're just bad, and I don't have a nicer way of saying it. Every one of them commits what I consider to be the Cardinal Sin of Game Development, and that is they are disrespectful of the player's time.
The effort required for what you gain is far off balance.
"Okay so, here the idea is the player will need to chase down an erratic, quick-moving target and either intercept or box it in to then try and interact with it, which will then launch a timed input sequence. The player will have 3-ish seconds to input the randomized sequence with no errors. If they fail the input, the target will despawn and the player will need to locate another target elsewhere on the map to try again with a new chase, new interact, new sequence of randomized inputs. If the player is clever they will discover that it is possible to save-scum before initiating the chase and game the system somewhat. The inputs don't change upon reload, so the player won't have to locate a new target and will be able to reload continually until they succeed at the timed input sequence with the benefit of repetition and memorization of the 8 to 10 inputs required to win.
I estimate that it should take, at most, 10 to 12 reloads for average players to be able to succeed at the input sequence."
"Wow, okay. Seems a little steep, but that can be made worthwhile. What kind of sweet gear or crucial bit of exposition or lewd scene or secret bonus content or whatever do they get for doing that? Do they get a dragon to ride around on? I'll bet they get a dragon!"
"They get a mushroom."
"A mush...?"
"Yep. A single mushroom, out of five needed to advance the main quest beyond the first stage, straight out of the introduction sequence. In addition to the buckets of other stuff they'll need to gather for the same quest. I imagine this experience will firmly endear players to our game, and they will feel an abiding sense of triumph and achievement in the face of minigame adversity that will keep them coming back for more."
"Whatever you say, Lead Developer Satan!"
All-in-all, I like enough about the game to keep an eye on it to see where you take it, dev. And major kudos to you for commissioning the art to give your game a nice visual punch. It's clear that you care, and I'll take it on faith that you will address the balance issues. Best piece of advice I think I can give is that you just took the floor, you don't need to start playing for time just yet. Keep it tight.