I've thought of that, but the stat checks will eventually serve to differentiate if the player is on a 'romance' path with the NPC's or a corruption path with them. So adding in a mode that doesn't use those values would be a *lot* more work
Okay, I finished the current update. I'm a bit worried about the corruption stat and how it will be implemented.
Corruption is a core part of the story. Corruption is being treated as almost a universal stat that can be changed into anything. MC's own corruption can be placed into girls. The girls' corruption can be taken into the MC. And MC's corruption can be fed to the medallion to transform into stats. This might have the effect of kind of blurring all the routes except perhaps the most vanilla romance one.
Fundamentally, if corruption is a free flowing stat that can be transfered in all directions, the game won't be able to track where a certain amount of corruption came from. So let's take an example of a playthrough where the player avoids deliberate corruption choices for the MC, but still makes plausible mission fail decisions that could lead to Lily's corruption increasing. A set up for NTR. But for the route selection logic, there is no difference between this way of playing and a corruption embracing MC that sends all his farmed corruption into Lily. You get my drift? What's more, if Lily's corruption increases due to mission fail or any other NTR trigger that is happening, the MC can find out about it since he has the power to sense corruption. And what justification would the MC have to not lower her corruption by taking it into himself and then sending it to the medallion for stat boosts?
It just seems tricky to create a nice flow and progression to a chosen route if that route can be arrived at in any number of ways based on how you allocate the corruption. What if you need a certain threshold of corruption for Lily to have her get stolen, but the only way to reach that threshold is to farm corrutpion with MC and transfer it over to her?
This is where I am coming back to the critique that NTR is one fetish that tends to work better when the player and the MC's interest do not align. For consensual fetishes like netorase, it makes perfect sense to give all the control to the MC, and by extension, the player. But for NTR, the player is wanting an outcome that is contrary to the well being of the MC and his loved ones, so the choices shouldn't be so deliberate. The monster NTR set up was fine, but when the MC sees what happened later, he is already in cuck mode, getting aroused from his girlfriend getting raped. That's the kind of flavor that should be reserved for the NTS route or at least wait for the affirmation choice where the MC thinks it was hot.
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Anyways, I know I talked so much about NTR but that's cus it's the route I played lol. I can tell the game will be really satisfying for MC corruption power fantasy way of playing. But if you want to do the true NTR justice later on, maybe consider some of the points I've touched upon. Even if you don't change anything, I suppose it wouldn't hurt to see what some NTR fans look for in an NTR plot.