Played a bit more of the game, so I now have more feedback.
First thing's first, got an error on the quest event for advancing Kate from level 7 to level 8 affection, when she comes home in the evening after her exam. It looks like a file is missing or misnamed, clicking "ignore" does nothing, so this questline is soft-locked.
I've got a specific issue with the "Gaming" skill. It seems to first unlock on main quest progression with the tennis court after getting the nightclub.
The issue is the skill starts at 25, and while I was pretty easily able to get 30 bonus points from items, I haven't found any other way to train the skill. I've failed the quest 3 times.
Please include a class or a library research option to train this skill.
In comparison, the first quests for Jenny and Kate have skill checks for Investigation and Vouyerism that the player is unlikely to pass, because they start at 25, and probably first encounter these skills on those quests, but in this sitatuation, failing the checks doesn't fail the quest, but just misses out on some flavor (I think, I didn't passed the investigation checks at the smoothie shop nor the vouyerism check spying on Lara in 2 attempts on each quest). In these cases, however, it is possible to unlock and train the skills by other methods, if a player is willing to delay the quests for Kate and Jenny bit.
In general, I think the skill leveling feels pretty good. Gaining points even when failing low level checks help, and the accelerated speed increase for low level skills means you can get to reasonable percentage for standard skill checks pretty quickly, especially with lectures and library studies. However, I feel like there could be a little more transparency in the skill leveling mechanics
to prevent people from being overwhelmed early on. It seems like for each success when raising a skill during meditation, the skill can go up between 1 and 6 (?) points, and I don't think this was made clear. I initially thought levelling would be a straight one-to-one ratio, which is much more intimidating and discouraging for a new player. I also don't recall being informed that at 100 satisfaction you could raise all skills simultaneously. This is a huge boost over spending 25 satisfaction for a single skill (maybe drop the single skill cost to 10?).
I would propose making an early game quest to tutorialize this function so new players don't miss this. I would make the reward for this quest a reroll item for the library use skill.
Someone mentioned earlier that there are very limited bonuses for library use, and this would help with that drastically. Thematically, you could make this a selfie from Jemma, on a quest that unlocks after you meet her. Also, maybe provide an item that provides a flat bonus to library use as a reward for helping Jemma with all three steps of her research. This would help deal with that hard skill check for library use when working at the book store, since the current best chance on that is only a little better than 50/50.
I would also suggest adding several more additions of items that give reroll bonuses for each skill, and try to have them somewhat early in game progression. They're most impactful for mid-range probability rolls, but also FEEL more impactful on lower probability rolls, while on high probability rolls they're less frequently needed. And for hard and extreme skill rolls, they're less useful without other item bonuses, which are already gated by income.
For heroine affection progression, the mechanical balance seems off right now. Starting a clean game in version 0.4 means you can usually just choose the "talk" option to get 2 affection without spending any time progression, and still have multiple heroines waiting for you to do quest progression without having to bother flirting at all. Gifts can be nice if you want to focus on one particular girl, but once they're properly implanted and cost money, I can't imagine they will be worth the money, which is needed for so many other things. Flirting isn't really worth the effort, since it advances time and only has a chance at providing affection (which is a shame, because the dialogue for those is quite good). I'd say lower the affection gain from the "talk" options to 1 affection, and not make flirt advance time (but only 1 attempt per time slot).
For food choices restoring stamina/hunger, while the multitude of options is beneficial in world building, pretty much anything that isn't the hot dog/sports drink form the park entrance food vendor or the chiffon cake/espresso from the cafe is basically inferior mechanically. I'm aware that many of them also provide satisfaction, but right now satisfaction is over-abundant after the first couple weeks in game. Maybe have other food items give temporary buffs for skill checks if you want to encourage players to not just pick the same 2 food items constantly.
Consumables are currently pointless. In most games, consumables come at a marked up price for the convenience of being able to use them at any time. In this game, none of the restaurants are ever closed, so the convenience is a non issue. Consumables should either be removed, or the various restaurants should have times when they are closed (however, with the number of restaurants, you'd still need to do something mechanically like mentioned in the previous paragraph) to have consumables be viable.
The satisfaction consumables in particular, though, is very badly implemented at the moment. $100 for 25 satisfaction or $800 for 100 satisfaction. While the aesthetic of a "child" selling "candy" in a dark ally is humorous and delightful, there is no incentive to ever buy them. Even at max level most jobs would require over 2 shifts to afford the cheaper option, while window shopping or watching "kitten" videos nets you nearly the same rate of satisfaction, and window shopping restores some stamina as well. The 8 times cost for 4 times effect of the more expensive candy is even sillier. Additionally, satisfaction is basically the one thing you have an easy abundance of at the moment. I don't want you to take out the candy vendor, but it needs to do something else for it to be worthwhile.
While talking about satisfaction, nerf the satisfaction gain from lewd events. I'm regularly walking around with 100/100 satisfaction because it's not worth the time slot to meditate for like 15 stat points across a half dozen stats at level 80+ because I got about 50 satisfaction per sex scene. Alternatively, use satisfaction to buy single-use skill check rerolls for like 50 or 100 satisfaction. Could be nice for when you roll a 51 post bonus on a hard skill check for a maxed skill during a quest so you don't have to replay the whole scene.
You mentioned you don't have an editor. I don't program, so I don't know if this would be convient or not, but maybe type the dialogue out in Word, Google Docs, or Open Office or something and let the built in spelling and grammar check deal with the minor errors. I've seen a bunch of little things like words where the first 2 letters are capitalized, or things like swapping life for live, while the more complex stuff like sentence structure and word choice is very solid.
Income gain feels slow. I know other people have mentioned this, and I'll admit I haven't really looked at any of that discussion, but that's my opinion. Most of my skills around 70-90, with about 10-20 bonus which is working fine for the skill checks, but Abigail, Marie, Theresa, and Haley all have $500-ish roadblocks early on in their progression, and the $300 per week or $40 per shift income makes getting past those obstacles a grind, especially while I'm still training skills (plus costs for hunger and stamina management). I don't know if this plays differently for people who play update-to-update, but starting from the beginning, there's a whole lot of money you need all at once, and not a good way to get it (unless you save-scum the $1000 boxing fight, which I don't like doing, and is still hard at 83 skill +40 bonus)
I like this game.
It's making an effort (a good one) at having gameplay setting it apart from the milleu, and the characters and writing are fun. I think some of the personalities of the heroines overlap a lot on the shy and submisive type, and I'd like to see more confident and assertive types like Jenny, but that's personal thing, and I haven't disliked any of them. Also, the art and renders are very pretty.