Here's some feedback, hopefully constructive.
I played the full intro, it was fine. The characters are quickly defined but the amount of them introduced makes it quite boring. The newer models also don't help in differentiating them since they look quite similar.
I'm not a huge fan of the newer models, they look too similar to each other, and the girls are a bit too one-note, but not a deal breaker for me (I don't mind being fucked by a girl I don't appreciate =3 (in a game))
But once I got in the gameplay, I quickly gave up. There are multiple reasons for it :
- The movement isn't good, I mainly used the fast travel but it really needs a map in the background to illustrate it and I only used that since there are so many locations.
- When I enter a room, most of the time nothing happens. No event, nobody there, nothing. It only wastes my time exploring empty rooms. I suppose it would be better if I walked room by room, but you can't find your way easily in such a huge map.
- Even when there's someone in the room, the only way to know is the small menu in the bottom right, and you have to spot the true in all the false.
- At last I find someone, I talk to them and a big menu of seven options pops up. Okay, that's simple subjects... no, surprise all of those have sub options. I pick a sub option, get a single line answer and they leave. I guess it changes their likes/dislikes of you but that isn't interesting, especially since that's almost all the active interaction you can have with them.
- To get scenes, you just have to walk around (at random?) and hope they'll trigger. I already had that problem with your previous game and The Futa Experiment, but it isn't compelling.
- The gameplay of cleaning rooms isn't interesting. Go there, click clean, leave. I guess sometimes they'll try to fuck you but I didn't play enough for that. There is no challenge, only busywork. I guess it's the job, but could be improved.
Last thing, the English isn't great. Quite a few spelling mistakes (your and you're, really?) and weird phrases. The dialects being written phonetically don't help, especially for those like me that aren't native English speakers.
Now, how I'd fix it :
I'll suggest you the same thing I did to Torian, a location map (I'm the one who quickly rigged their current map in an hour they just placed into their game without making much improvements). For you, I think a whole map would be a better fit.
- First, make a top down view of the different levels of the place. You can use whatever method you prefer, either 3D models or something simpler with Dungeondraft or similar programs.
- Make a button for each room and place them at the right places.
- If you want something better than buttons with flat text, you can cut the image of each room and make that an image button.
That makes an improved version of your current Fast Travel. It doesn't seem much, but not having a black background with white text buttons will greatly improve the way players navigate.
Next, the gameplay, now that's a bit more subjective.
- For the empty rooms, I'd suggest rolling randomly each time slot where each girl will be. So no randomness when the player is deciding what to do, if Nicole is in her room, she'll stay there.
- Also, why don't you show the portraits of the girls in the room, it'd make it way less confusing to see who's there rather than that small menu. Or at least make the girls present more obvious, with icons and colors rather than true/false.
- Next, make icons for all the girls. Either a small head or a logo to represent them. Add it to the map to show where they are at a current time. It'll help players find things to do and not wander in vain.
- Want to surprise the player? No problem, make a generic "Someone's here" icon (like a question mark) and use that instead. It could be used for some events, like if they are currently fucking your wife it could act as "You hear something".
- Bonus : you could implement them as some kind of perk. At the beginning, the player can't see the girls, but as they get closer to them or do good work, their location becomes revealed to them.
- For the random events, I see two ways to do them.
- You can assume the player will want to see them, so simply use the previous system and sometimes, when you visit a girl, the events will trigger.
- The other is to limit the distance you travel on the location map. You can make it so the player can only move to a room adjacent to the one they're in. The player will be forced to travel through certain events and either deal with the horny futa and do whatever they wanted to do later, or displease them.
- The cleaning... You have to introduce some kind of obstacle to the player, if possible not randomness.
- If you picked the previous option, simply having to either help horny futas or do your designed work is already a good start.
- Making cleaning a gauge that increases as time progress and kinky events occurs could be interesting. Certains rooms would be obviously excluded (Guard room, small parts of the player's apartment). After cleaning, an event could trigger at that place, which you can also do or leave to balance your time and displeasing the futas. And if you're cleaning their room, they could be more insistant, or you could find some surprises.
- I don't like it but others might, making the cleaning a minigame is also an option. Something that can fail and the player would have to redo (loses time), hide (loses friendship), bargain (sex) or do later. The options are bigger, but it's harder to implement and balance.
- Interacting with spouse/Sati at the start of each day to dispatch tasks. If they like you, they'll do what you want, otherwise they might visit someone they like instead. Managing their workload, which room they clean or futas they help could improve their like/dislike of the player, instead of the current talk menu and would include it more into the gameplay.
- And lastly, the talking. Picking the good option between 28 of them is nice the first few times, but in the end you only pick the best one and it isn't interesting. I gave a suggestion for the spouse and Sati above, but for the other girls you have to revamp it.
- First idea I have is to only have a limited number of options in each interaction. When the player talks to a girl, pick 3-5 random subjects and limit their choice to that. Make sure at least one is positive (or neutral if she's a difficult girl) and they'll have to learn to know the girls.
- Bonus : Again, you can make it into a perk. Getting more options as you get closer to the girl, or less if she's horny. And you can also add colors to the good options if they really know her.
- Adding some small requests. Instead of talking or fucking (fucking could still be included), they could ask the player for a fetch quest (fetch me a drink, cook me dinner, get something from someone...). The request itself don't have to require time, but might be time sensitive : they won't be happy if you take an hour to bring them a drink, so you'd have to avoid losing time.
- You could also message your wife/Sati to do it for them, increasing the relationship between the two as well.
- Again, a minigame is possible. I don't have a particular idea for anything specific, but it'd fit if that's your thing.
And finally, a few things about the UI (my personal kink is a good UI) :
- Add a contrasting outline to the girls' nameplates, some of them are unreadable.
- For the character stats, there's a lot to improve, especially the void that is a black background.
- After that, make a menu at the side, top or bottom with the head of each girl for navigation.
- The like/dislike menu don't have to include the whole "X like/dislike Y:". You're on a girl's page, of course you're talking about her likes, and the "like/dislike" should be obvious. Make a "Relationships"label at the top and everyone will understand.
- Each gauges should have the same size. Either that or the girls with short names are more loved and loving than the ones with a long one. "Anabella likes/dislikes Chancellor" only leaves a tiny gauge.
- The "Playing as" label isn't relevant most of the time. Maybe remove it when it's the player character and just keep it for Sati, as I assume the player will spend most of their time with their character.
- Make the sub-menus (character stats, fast travel) close with right click. It's easier and faster than looking for a return button.
- Don't be afraid to use icons, it's much faster to differentiate two images than two words. Almost all of the text on the game screen (outside of numbers) could be replaced.
- I didn't go into your code, but you should use ids and names for the things that are displayed. Seeing "Up: Home_Lounge" makes it very amateurish.
And that's all I had to do with what I played. I spend more time writing this than in the game ^^".
It might sound like I want to change everything, but I see a good potential in this kind of games (since DD1) but it's held back by being more of a scene viewer than having compelling gameplay.
Good luck with the future updates, I'm here or you can pm me if you want me to explain more certain points, brainstorm or ask for how to implement it. I could even be persuaded to look into your code or explain you how to do certain things, everything I suggested is something I know how to do in Ren'Py (outside of the images, I suck at that).