Finally some feedback.
Ok, I can see your concerns but a few points might be just bugs:
1. The relationships with the main characters increase with Gifts or Talk scenes, and the Talk scenes can be Skipped. If you can't skip them it's a bug that I didn't encounter so far.
About the "scenes" yes, we didn't get to implement them yet. They will focus more on the "fetish" part of each girl besides the time-stop part.
2. Day to day sex scenes become more diversified next update. Ideally I would've liked to have each request to match their profile, but that would become a hell for the artists / animator.
3. I will think about this.
4. There should be at least 10 Talk scenes with each character, first time are prioritized those which you didn't see, then you get them randomly. Once you see them all you should get a prompt asking if you want to skip scene completely and still get rewards. (yet, recently there was a bug where the randomizer didn't work properly and this system failed somehow. In the next version I know it is fixed.)
5. Saving should work though. You can save from Lobby > Options button > Save category > select any slot to save.
What device are you using? What about OS version?
6. The exclusive events are mainly an extra reward for playing the game that blends well with the "gacha" design aesthetics.
7. Everything from "gacha" is obtainable for free. About the progression speed I think it's a general issue because you don't get enough resources to level up the cards fast enough.
This issue is addressed in the next version where you can upgrade various parts of your gameplay > which will give you more resources > which makes leveling much easier.
I'm glad to see interest for the main girls, as the time-stop content was most demanded part until now.
Unfortunately this project is still early in development, but we're working on completing and improving all aspects of the game (adding "scenes" with the characters, more story with them, more main story, and more time-stop content).
Apologies, I was more aggressive about the feedback than what was necessary. Going forward I'll try to keep that in check.
1. While these were skippable, I would suggest when clicking into start the chat scene a duplicate chat detection. I.e. "You've seen this scene before, skip Y/N" and possibly setting an npc as a "daily target", where before ending the day the chat option is automatically queued before moving to the next day. This could help reduce the amount of clicking through menu after menu.
2. That's fair enough, it's still early access. There's a plan in place for improvement and that's better than some. Though speaking completely from arm chair game artist pov: is it that difficult to use the base that's currently set up with even just hair color changes to match the profile of incoming requests?
3. Maybe I've been too spoiled by other games and visual novels, but I truly do think the best scenes, and more importantly the reachable scenes should be focused around the main characters in the story.
4. It's understandable that mechanics break, especially in early dev.
5. I can make it to the save menu, and when hitting save the screen insinuates that a save occurred, but the save file doesn't show up in the slot. I'm on PC, windows 11, 10.0.26200 Build 26200
6. "Blending well" is relative. Assuming I was on the free version, with that as the only income for upgrades would be atrociously slow.
7. I'll have to wait for next build to test the updated materials for a fair review on that then. In the current build the seemingly small daily payout for having a patreon subscription is pretty much carrying progression in the first 30 day period. Intentional or not, this is a spit in the face of the bottom tier, who, like it or not are going to be the ones sharing (or not sharing) your game around as they will always be your largest audience.
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8. I feel like it's a missed opportunity not to have chance encounters that play with the abilities aside from running from the cops or stealing wallets.
9. While I get that clicking through the games seems to be the point, there's also a fine line between tedious and interactive, the current setup feels far more tedious to me. In all honesty I would've closed the game earlier if I hadn't already jumped the gun on moving up to the first paid tier.
10. Adding the ability to move between tiers without reinstalling. While separate versions might be easier dev side, if I decide on like day 10 that I'd prefer to up the pace with the paid version, there's also now the dilemma of if I want to restart the story just to make it go by faster.
I get that you as a dev have to eat, and have mouths to feed. Money is a requirement for game development and assets, but I think you may need to reassess how the payment structure works, and if it fits your goals. As it currently sits (as per recently mentioned) content with the main interests is locked behind a paywall. You can also pay to skip the buildup of the somewhat decent scenes from clients. This erodes player trust and experience.
I'm not a business owner or operator but there's gotta be a better path than this. Digital artbooks, behind the scenes, "your name here" dedications to supporters. Literally anything other than the current model in my opinion would be an improvement.
To summarize, as it is now, the game starts with good bones, but almost every mechanic of gameplay is like getting smacked in the face by a "gimme money" sticker. Want to see the premium clients without forty or so minutes in between? Gimme money. Wanna see the main characters without clothes? Gimme money. Wanna progress upgrades and relationships faster? GIMME MONEY