Maybe its better to put on this game tag abonded! Because how long no news from developer even on his patreon page so I think this game is dead(
I don't know what you are talking about, the last post on Patreon is less than a week old.
Anyway I can tell you that the game is very much not abandoned. It just takes a lot of time to produce a new update and time is something Jan is lacking.
That translates to a slower release pace.
But something Jan is extremely good at is consistency, there is not many games that are more than still developed even after more than a couple of years.
Unfortunately as time goes thing changes and free time available too. So the release schedule do change.
Then what can I do? If I take one day off of teaching a full day, I lose money, if I train Frankie and go back to teaching I loose the money I gained from training the next day.
And also, I asked about a cheat, if there isn't a straight up method of gaining an income of 3 instead of taking an hour of my time to grind for it min maxing everything instead of choosing my path in the game and how I want to spend my time.
Maybe make the teaching payout by the end of the week a full 2 income if you've done 60% of the teaching required.
And a session or two of teaching Frankie gives you one Income.
At the end of the month (30 days) you have bills to pay so that takes off one or two income.
Or at least make all potions one income so I don't have to spend 100 days in the game having enough money for the blue potion for the dean and the Green potion for one of the girls, but not enough to buy a paddle or a dildo or an outfit which are required for some of the girls.
Or at least show a stat of obediance or slutiness and stuff like that, so I don't have to grind the same cutscene EVERY DAY.
So if there isn't an easier way to do that other than mindlessly grinding and speed clicking through days to get enough money to play the game, I'd rather cheat honestly, the game is WAY too grindy for a new player who doesn't know what to do to min max everything, I just want to have fun dude.
This game feels like a chore rather than a game, and right now I don't need more chores on my plate.
Currently the weekend only freeze the teaching income generated on Friday. So training Frankie allows you to get 3 income on the first week without drugging Kara.
Also the blue serum costs only 1 income so you are able to craft it without any grind once the lab is set up.
Any grind you did, and by that I mean grind specifically for something, should at most only be setting up an income to buy one of the few high income items.
Regarding income there isn't grind needed. That is precisely the point of the income system, it is a temporary ressource you spend temporary.
And that allows us to never put you in front of a wall we cannot control precisely the height of.
So yeah any grind you did in this game is self-induced if you think about it.
I wonder if player who think the game as grindy might only be playing the game like a grindy game.
If you are willing to do a little experiment :
About the girls training. Here the matter is slightly different. We now have quite a bit of content but in the past we had obviously less the case.
The stat system was something that at one point felt needed but now the situation is much more blurry.
Currently any new event repeated once should unlock the next one if repetition is needed at all.
I'm currently thinking about reworking the stat system or even removing it entirely.
Keeping it would as you suggested mean that I should give the player a way to give a feedback of the current girl stats. When I removed the assessment a while ago it was only meant as a temporary measure.
The erotic value of the stat system is not lost on me, I'm certainly one that values eroticism on the same level as the pornography in a game. So I understand that in a trainer game, which Deviant Discovery historically is, the gameplay element around the training itself are not devoid of eroticism.
That is why I would like to rework the system to keep it as the basis of the girls evolution.
Yet we have enough content to make needing repeating event a bit silly.
So that means that the game could be a simple chain of events (what you call cutscenes). But since I like to only have a system if it is needed then a stat system driving a simple chain of event wouldn't be needed.
Yeah, I'm stuck with that conundrum for a while now. I will have to resolve it for the final update of the game but until then it has a somewhat low priority.