As a player you should be able to roleplay as you want.
For the one NPC-Skullgirl it's super out-of-character behaviour to simply use the player as a toilet.
That makes the NPC feel so "unrealistic" in my opinion.
While I didn't think you were going for realism in this game, since that would really make a fair few interactions seem questionable, I think rather than getting rid of content that appeals to a significant number of people (I know for certain that many people like the skull girls and want to choose them in a sense, as they also liked them in your previous game), maybe, overtime, you could create events that allow for such situations to feel more sensible to your standards?
I mean, to me, the skull girls are still a collection of individuals at the end of the day. That some would be a bit more bold and domineering in regard to you after whatever intel on you was shared (especially for those of us who chose the options that seemed like we were placating them more, like purposely giving money to them and defending them) seems completely reasonable.
Or, were you, for some reason, not accounting for many players purposely choosing options to appease them, thinking that it was putting them on some sort of route to serve the skull girls? I saw those options there as to reflect that. Not agreeing with your friend you make that the Skull Girls are bad. Willingly giving them money to support them. Choosing not to run away even though you're fitness level 3. I sort of assumed you purposely put those options in the game for me (as the player) to indicate I wanted to serve them, that I thought well of them, and the like.
Was this not the case? And if not, why so? I mean, surely, it was assumed by you that a lot of people like the skull girls, who, are submissive, I mean, it's fair to say this game draws in submissive people in regard to their sexuality, yeah? And so, they would see the skull girls, cute goth bad girls, and well, naturally, want to worship the ground they walk on and the like, perhaps, more than any other character/organization in the game? While I always like to explore all the content in your games, I always enjoyed content that involved showing a desire to serve the skull girls the most. I don't think I'm alone in that.
Is it that you have a sort of foundational overarching linear story path in mind, and that the desires that naturally come up from many of us in regard to the skull girls, interfere with that linear trajectory? Like, you want them to be the antagonist, and so, you make content around that basis, even though, many of us want to have a route that leads us to serving them and wanting the game to acknowledge that route and our choices reflecting that?
I am asking because I am just sort of trying to understand what your perspective is while sharing my own perspective so that we can sort of be on the same page with one another. Not that I as an individual should be of some concern to you, but rather, those who are in my perspective, are within your scope of thought as well. Also, just so we can understand where you are coming from too.
I say this because, yeah, it's understandably difficult to leverage 2 or 3 or more routes where some of them have contrasting narrative directions. It's possible to have multiple routes in games of course, but, I take it, you want to not complicate things too much so that progression on the game can be more forward rather than adding more width at the expense of forward momentum? Or, are you sort of just playing such things by ear instead?
Ultimately, I am very curious to sort of connect with your perspective more, as I imagine many people here are, while seeing if there is going to actually be something with the Skull Girls of substance beyond them just being antagonists that we are supposed to resist or have a tougher game experience if we don't.
Like, it'd feel kind of iffy, for me at least, to essentially be told that all these choices I made to show support of the Skull Girls won't actually lead to anything, and that I've just been making the game harder on myself due to liking them and wanting to support them. It would feel iffy because I think it was very predicable many people would feel moved to do so, and that it feels kind of dismissive if you just take it as silly player role playing that shouldn't actually be acknowledged from a narrative or development standpoint. Not that I am saying that is what you meant by what you said, but that it could be taken that way without understanding your perspective better.