alrighty. some things i thought worth mentioning.
1. and this is a Really big 1. you need to add a Current quest tracker. even better if it has a task list, like skyrim. ticking off what you've done. and what your CURRENT, task is. the reality is. there is no way to know what you are supposed to be doing in your game, unless you remember your objective. this is especially pronounced in seperate play sessions.
2. Please don't tie in the Main quest with extremely obscure Side events. unlocking MQ #9 require you to watch "jessica's" Racey Wardrobe scene at your mansion(i had no idea who the fuck that was. until i searched through these pages and looked around the game for over an hour! so for everyone else. it's the "land lady".). watch the maids H event in the mansion kitchen. then go into the bathroom which hasn't been shown to have any purpose whatsoever, for the maids 2nd H event. now. with this event. atleast it points to the next event. being Jessica's 2nd H event in her room in the mansion. all of this, is to unlock rika. a necessary component for MQ #9. oh btw. it's pretty awkward to have a character you've meant to have known all your life, just suddenly pop into existence with no mention before hand. that also needs to be addressed in my opinion.
3. it'd be good if characters involved with quests, directly or indirectly. react to, mention, or otherwise indicate what is currently going on with a quest. this would add alot to atmosphere, make everything feel less awkward and lifeless, and more importantly, tell you what the fuck you are supposed to be doing. this is extremely important.
3.5. Repeatable H-scenes. fix them. you shouldn't be Assaulted every time you prompt a sexy character you've had the fun times with. they should have to ask your input! i have started to develop an unhealthy fear of interacting with the Main Cast, knowing i might end up stuck in a scene for a minute or more each time when checking for new events, or trying to figure out what i'm supposed to be doing. this has made progressing through the game even slower. because i don't know if their state has been updated or not.
4. this is going to be a long one.
A player must be introduced to a mechanic, liberty, or expectation. before you can expect of them to use it. this really hits home with the above bathroom scene, among others. which as i said above. i had NO reason to think had a purpose in the game. i've entered it 2-3 times before the event.(1-2 on accident). and had to download the guide to find it's purpose. the reality is. in your game. most things aren't interactable or meaningful. Most characters are completely static. and only used for a single quest. and new events, characters, etc. are pretty sparse. (So far atleast.) this ISN'T an adventure game, sandbox RPG, or true RolePlaying game experience, like an ultima, Quest for glory, a Gothic, or a Baldurs gate, where exploring the vast array of interactions, locations, characters, and objects available, allows you to have diverse playthroughs, with new amazing discoveries you missed before each time. or to have a host of different puzzle pieces you can have fun putting together, while enjoying the entertaining results of different combinations.
so far. it's an incredibly Linear experience, with minimal exploration, interaction, and Dynamicism. more akin to an Action game with leveling. or a hack'n'slash.
so when things like walking back through all of the NPCS, who are spitting the same dialogue they did at the start of the game. interacting with map icons which still don't do anything, or interacting with random objects in a scene, when most aren't interactible. with no direction, or reason to do so is expected of the player. no precedent has been set beforehand, to show that it should be. this makes it INCREDIBLY Tedious, when you throw that expectation at the player, and what the player has learned throughout the experience so far hasn't prepared them for this new obstruction. There needs to be a way to procure this information Naturally in the game. talking to npcs, buying or finding books, discovering journals, or finding other types of clues. it doesn't matter. but there needs to be a good reason.
old japanese "RPG" games also liked to do this aswell in their incredibly focused, railroaded, linear experiences. they'd expect you to interact with a character 5 times. when they and every other character just spits out the same annoying lines over and over. or go back to a map. when every other map remains exactly the same as when you first visited. this is TERRIBLE, game design. you have to give people a reason to do this. it's extremely tedious walking through an unchanging world, and interacting with every SAME thing you've already done, visited etc. to find a new event, quest, etc. now. for unimportant stuff like easter eggs. secrets, etc. (you could even add a Game breaking sword. as long as it isn't a compulsory part of the game.) this is fine. but NOT for the main quest, or big side quests. in this linear story adventure.
5. the animation needs some work, especially H. i'm not sure what program you're using for the posing, models, whatever. (i'm assuming you didn't make the models yourself, or buy them from an asset pack. feel free to correct me). but yeah. the motions are a little stiff sometimes. but mostly just unnatural. this Varies ALOT, between scenes. the best way to describe it. is characters don't fully move in a way that makes sense on a mechanical level, both in how they move in motion, and how their bodies contort or twist in unnatural ways. I of course understand you are probably not a professional animator, and you most likely know about this. but thought i'd mention it. some good examples are the Dragon anal scene. which really needs some work. and alot of the handjob scenes.
i also find it a bit weird how much they focus so much on jerking the bottom/middle of his shaft.
and, the facial animations are, at the moment. pretty bare bones aswell. and where animated, generally feel out of place and unbelievable. His wings aswell. would like to see them with some form of animation. and also more believably integrated with his body.
6. writing. I won't say much. mostly because i'm a shit writer. and an unsociable, Autistic reject. So i won't say my advice, is best advice. And, because i imagine you're probably just starting out on that front aswell. i will just put some short points.
1. progression. things come way too easy, too quick. relationships, status, Access(you can just Waltz right into town and talk directly with the Ruler of the kingdom?!). etc.
2. motivation, and desire. the majority of the main cast don't really have any motivators. or lose them the moment they decide you're prime cut beef, and prime real-estate. it'd be nice to see them atleast have some goal, profession, and/or purpose.
3. Do'er good guy, and Dastly Deed Doers. the MC is a pretty straightforward, cut and dry hero. who everyone too readily accepts, and rewards. and the antagonists are basically all just evil. and nobody likes them. same can be said of the "camp followers", so far. all of them so far are just kinda selfless, good, etc. I won't complain too much about this. I guess it's one of the reasons I mainly stick with roleplaying games. i like to decide who my character is, and how he chooses to behave.
4. the H dialogue could use a bit of work.
5.
probably alot more I could say on the point. and i'm sure others could aswell. those were 2 i came up with off the top of my head after writing the rest of this colossal nightmare.
7. Environments. so far they are, as the stuff above, incredibly bare bones. and honestly, not nice to look at. I understand of course you are just starting out. but. just putting it out there.
i think the Urban, areas are probably the biggest offenders. with the Main town being the worst.
8. Interaction. it'd be nice to see some indication that something you are interacting with is only currently unavailable, rather than permanently. this is especially important with things like Towns, on the region map. a simple. "I have no reason to go there", or "i don't have the time to visit" message box/notifications would be fine. just so people know what is actually useable, and what isn't. one thing i have seen you do, which i do like. is add a star for example, to indicate a quest objective. like with the cabbage Seeds. i would like to see something similar with ALL interactable objects. as, for reasons mentioned above. most stuff in this game isn't interactable.
i'll end it here. it's already rediculously long already.