Hey
timewizardstudios , just wanted to present my suggestions for your game. I am a full time indie game dev, with a secret interest in lewd games and i'm happy to see a lewd game that has actual care and good polishing. Perhaps with my experience it could give you ideas and guidance on what to do and not.
So, the good:
Graphical
Overall graphics, presentation and user interface is excellent! The art style is pleasantly coloured and has a distinct style that is easy to read and the characters looks charming, cute and attractive, yet most have distinctive features that make them easy to recognize (Differents clothes, postures, hairs and other physical traits such as freckles, body shape and such).
Also, excellent poses, facial expressions and enough variety between them to make the dialogue more genuine and interesting. It's a excellent change from the usual frigid and barely animated characters we often see.
Level Design
Most of the scenery is properly filled with appropriate props and decoration, making the background believable and interesting to look and search. Navigating through the different rooms and scenes is usually easy enough but more details about that lower in this post.
Gameplay
The different dialogues choices that give various stats is an excellent idea to reduce the necessity of training whatever skill or stats you need for later in the game. Also i appreciate immensely the ability to actually be able to choose the dialogue you want and not being forced to pick whatever "good" choice to farm brownies points with whatever girl you talk to.
I also greatly appreciate how talking to the characters is actually useful and relevant, so that you can learn what she like/dislike
Writing
Excellent job on that end as well. The writing feel natural, properly paced, yet is filled with enough actually relevant details to be worth reading through and is constantly filled with a nice dose of humor. The characters behave in realistic way, being disgusted, happy, sad and having proper normal reactions to the different situations at hand.
The bad:
This game has a an obvious case of over engineering and feature creep. Here i'm specifically mentioning the exploration system where you can combine objects together, inspect them, use unrelated objects with other actions but also the stats and perks system and the minigames.
While in principle it add more detail and depth (You can amuse yourself trying to open a locker with a book for a giggle), it's something that is usually unnecessary for a lewd game and can be an ordeal in the long term to manage. You have to keep track of what would be hundreds (Thousands?) of different possibilities between the objects, which would take time and be tedious and not bring any useful content or utility to the average player.
Because one thing you must do is to be consistent with the quality of the content you bring over the coming months and years for the game. The more things you add, the more stuff and work you have to do before being able to deliver an update and the list will grow exponentially as you add more and more objects and stuff.
Also, the stats number and the seemingly non-existent ability to train stats outside of dialogue could give a plethora of issue where you can't get some scenes because you don't have X and Y in appropriate numbers and what could be a possible grindfest in order to obtain the correct number of points is tedious.
The minigames and the way you obtain some of the items is often confusing and frustating. Why the hell do i need to pick kitchen objects in the correct order and have no ability to properly identify them? Also, some of the quests are hard to figure out without using help and step outside of the logical thing to do (Fuse box thing, with the loli is straight ridiculous)
Also, i'm kind of on the fence about the time value decreasing for each action you take then flip to the next hour. This remove the player's ability to properly control the time and plan the different interactions he need to do in order to reach a certain place and do certain actions. A simple ability to skip time or skipping itself at major events would have been simpler and better.
My final piece of advice and perhaps the most important one: Make sure to make a theme out of your updates. Each update should add a significant portion (Or even the entire story) of a small number of characters (or even only one!). Too many games sprinkles their update all over the place, advancing all of the storylines at a snail pace so you can't actually get nowhere until many, many more updates later.
If you complete each storyline one by one, people will actually be able to complete those, and/or wait for the character they want to get the update. You could easily make it a vote thing on Patreon too.
In short:
Learn the KISS principle (Keep It Stupid Simple or Keep It Simple, Stupid)
Make sure every item, every interaction you have in the game is useful or serve to an end, a goal. If it's unnecessary or doesn't do anything, remove it.
Make a priority list. What you should focus on first, secondary objectives, etc...
Simplify some of the quests and make sure the quests are easy to figure out using basic logic.
Because in the end, it's a lewd game. Most play those for sex, hot action and the ability to control and have an implicit impact to the lewd scenes. With a game format, you give the player an opportunity to know the characters and interact with them. So it make the scenes much more exciting this way. If you have gameplay mechanics that gets in the way of that purpose, you should not have them.
TL;DR:
1. Keep it simple
2. Prioritize
3. Keep it fun and to the point.