Thanks for all the feedback.
First off, I know QTEs are generally hated, I hate them sometimes too! It is human nature to dislike running out of time, clocks ticking down, react or lose scenarios. But the game was conceptualized and built around the QTE and rollback mechanics with the power narrative. Those elements are not there for the sake of being there. What is currently seen in the alpha builds are the barebones of these systems. There are so much I could potentially do with those frameworks, an example of this is the lunch QTE scenes. Yeah, they feel like an annoyance, kinda like every tutorial section at the start of every game.
Multiple keyboard layout was an oversight on my part. *face palm* So sorry for that. They will be made easier, 4 keys to choose from and taking different keyboard layouts into account. It will also be skippable once you go through it once, I know.. Just try to go through it once. Though this is not applied for now, I will be working on it. Skipping QTEs is not as simple as skipping scenes. The QTEs interact with so many variables and systems. I have to be careful.
If you don't want to give it a try due to QTEs, I respect that. For those that are on the fence about it, I do encourage to give the game a try. It may not offer much now, but I assure you it will get better over time. One thing I can promise though, QTEs will never be used to gate sex scenes, ever. Or it will never interrupt sex scenes. That is just anally mean.
Secondly, I have to apologize for the quality of the animations for the courtyard scene. It was rushed. I had to release the 2nd build fast to check if having two animations playing at the same time would lag systems. If it lags then I have to change the way the dual viewport works. There was even a report of exceeding renpy's 2gb memory cap. Memory leaks are a pain to debug, currently I am still finding the culprit. It was also the first time I had to animate a big scene, big meaning lots of moving parts. Sadly, it didn't came as what I envisioned the scene to be. Most of the animations there will be replaced on the third(and hopefully final) alpha build.
Lastly, thanks to all who tried out and even liked my game. It means a lot. 3rd alpha build will most likely come mid to late April. It will contain the entire Day 1. I know the updates are slow, please understand that I have to work with what I have. Fortunately, I'm using Octane render now. The vram management is a whole lot better, most scenes can be loaded into my 1070ti where iRay cannot. Turn around time for renders are miles faster as well.