I want to get feedback on the UI and writing. This game isn't made with Twine, I wrote it from a standard front-end framework.
I also want to know what people think about using Energy and Clock Time for limiting players actions. In the games I was inspired by, most either use energy or fixed time steps where there is a set amount of things you can do during each time of day. I want to know if people find it confusing to manage these two .competing resources. I guess that's just a long way of saying: feedback is helpful
Kimberly Brix, but this may change in the future
Obviously, there's a lot of work to do. I agree with others that having an avatar for the main player is important.
The energy usage is pretty standard for sandbox games like this, so I don't fundamentally disagree. However, I would think about game balance, how you want to limit characters, and what activities would contribute to or consume energy. For instance, it did make sense that relaxing in the park might reduce lust, but it didn't make sense that it consumed energy. Usually, sandbox games use relaxing or taking naps as a minor means of regenerating energy without going to sleep.
Also, consider the purpose of lust. Is it to allow the MC to do certain things, or to also change the MC's behavior when the MC has high lust. If you've already put some thought into that, great.
You should also be more clear about who will be sissified. When using this tag there are audiences on this board that will assume the MC is being sissified, and may not be as interested in a dominant MC sissifying others. The reverse works for other audiences, who will not want to download any game that sissifys the MC. I ask because I wonder, based on some of the conversations, if you intend to sissify the MC or NPCs. If so, who's doing what to who is an important part of the description. Also, you should let people know if certain paths are avoidable if they are, in fact, avoidable.
I would include a bit more content in the future, however, because right now, you're so limited in terms of what you can accomplish that it will bore too many people to get effective feedback.
Errors and problems I found:
--using the back button breaks the game
--saves are cumbersome
--Went to the gym and bought a membership but was unable to actually use the gym
--Link to "join for breakfast" in the kitchen, but nothing happens when you click the link
--there were instances in which certain actions created duplicate links, for instance, double the number of links to the Mother and sister's bedrooms, etc.