Wow, that game is something else, first recommending edge to play... Not on my watch... By the way edge is made out of a chromium core... so anything that work on edge should work on chrome

And it would suppose you're doing anything heavy with css or js, which you're not soooo should be working on anything provided you're doing it half correctly. I mean, if you're not using heavily depreciated code. Like internet explorer old.
Then braging about having numerous "variable"? I mean, yes you do, but what does it have anything to do with playing value? I fail to see the point, especialy so that the game tell us that these variable are always overwritten by player decision.
Even more so that i don't think i encountered anything related with them during my playthrough, on the contrary, the game kept asking me about feet content despite always refusing them. And if they did affect my playthrough, then why am i not aware of it?
Anyway all those stats and mechanics around it are way too much convulated,too much info, in too much places, with too much mechanics around it. I mean i really try hard to get the gist of it all but meeeeen...For isntance, we have fetish point,so these fetish point allow to unlock skill, but i didn't get to farm enough point to unlock any skill related. So we can buy them in a shop which is a different menu (btw kinda funny that we get to buy "fetish"

"Hello sir i'd like to have armpit fetish for christmass"

) but i still didn't see what fetish point actually achieve so why would i want to do that? BTW i don't even know what money is good for, this shop seems the only place where i get to spend money, so should i spend all my money in it? And repeat for EVERY CHARACTER? (insert steve carrel meme)
Well to sum it up, need to simplify all of it, need not only to explain but to show the effect of the mecanics, example: hey here's a skill point, spend it, use the skill, see the point, now play with it.
Another thing that should be adressed is the general layout. Most of my screen is empty as i read through your story. I'm a big reader you know and even if english isn't even my first language, i'm still scrolling down the whole time i am reading. And it's a HUGE issue, cause scrolling down while reading, means that each time you scroll, you need to find back where you left from, which is an active action, that divert from the main purpose. That is not ideal at all. You want us to imerse in your story, but we can't really cause we are always doing something else as we read.
I mean, clearly your layout is the same as most html game out there, but those html games, they are not big on story, they don't expect us to read through much dialogue, they're pretty much scene viewer for most of them, don't need to scroll anything at anypoint, which is the intended purpose of that layout.
If you intend to drop huge chunk of text, then you should handle it much more like a novel would, and thus having much less space between lines and so forth. Another HTML game that do it imo correctly would be the goblin's pet. Simple, efficient, on point. You should see your text layout as little bricks, little image that the player get the entirety in a single glimpse. Despite what we usualy think about text, as soon as you're trying to write art, the visual aspect absolutely count toward the quality of it. Any good writter thinks about where his paragraph start on the page, where it ends, how any phrase appear. Could even be a core element such as in "house of leaves"(absolutely killer book). So yeah, not saying you should do the same as any of my example, but it would definitely be a huge improvment to lessen any superfluous action while reading.
These are the main issue i had. The rest would be opinions and not straight facts.
Good luck on the project and thanks for sharing