Thats really depends how long the total story is gonna be no? How long does it plan to make the game? I honestly came here for Hana and tried both paths and enjoyed the ntr one more. If dev needs some time to make the game i have no issues but giving the gooners of this site an update with no sex scene can cause riots.
Someone correct me if I'm wrong, but multiple in-game weeks. 3 if I'm not mistaken. And if the rate of one in-game day per year of development is true, it will only take half of that to reach a decade of dev time.
On another note, critiquing the game:
I think the 'dynamic angles' are overused. There are multiple ordinary talking scenes that use jauntily angled (often overhead) shots for seemingly no reason. Possibly to better capture the facial expressions (which seems to be a huge focus of the work), but the jaunty part isn't necessary for that. The effect is quite dizzying, for a mundane conversation, rather than helping to tell the story. If the scene being captured was itself dynamic or chaotic, or the conversation was to that effect, I could understand, but they aren't where I noticed.
In film, the angles which you shoot help tell the story. A low angle shot of the character(s) makes them look bigger, intimidating or heroic. The low, tilted angle of Milly and Ollie playing dice is, as far as I can tell, trying to keep the dice, the characters, and their faces in one shot (maybe also keep Milly front and centre). Fine. But why the tilt? I don't know. Nothing from the scene tells me why the dev chose to use a tilted angle.
The best I could come up with to explain my feeling as I watched this is that it feels like the cameraman at a wedding: All sorts of shots from all sorts of angles that look good in a collage, with special attention to make sure you can see everyone's faces. But if you view the pictures in sequence, you're unlikely to grasp a timeline or a narrative (especially before they've been curated and put into a viewing slide).
This sort of extravagance extends to lighting, such as the sparkles and sunbeams. They make a scene pop, but not every scene which they are used for are particularly important or dramatic. I'm a big believer in 'less is more' and saving your big tools for crucial moments, to make them that much more impactful. Low impact, mundane shots that don't take much time to make are not necessarily "low effort" or "poor quality" when considering the whole of the work. They form an important backbone that doesn't tire the audience.
Take a look at fanfiction and you can immediately see a problem where inexperienced writers struggle with purple prose, dressing up every little description. Purple eyes are always "amethyst orbs," and blonde hair is always dirty or "golden locks". No one simply talks, says, or speaks, but shouts angrily, whispers quietly, or declares triumphantly. Maybe I'm wrong, but I think the dev has the same problem but with their camera-work.