A lot of people have no idea of what software development entails and are very demanding in what they expect from developers.
The bigger a piece of software gets, the longer new features for it will take to develop, that's just natural software development. Bugs become harder to find, new features become more complicated as they not only need to make sure that their implementation doesn't break previous features, they can also be straight up harder to do. Design decisions for your software architecture that you made early on can make implementing a new feature later in development, that you hadn't originally intended, near impossible to implement.
That's not to even speak of technical debt. Cheap, fast or good. If you develop a new feature, you need to pick two. You can't get all three. Most devs on here are amateurs who don't start out with a lot of money, so it has to be cheap. And if they want to get an audience early on, they need to push out early builds faster. So most of the time the two picks will be fast and cheap. And it works, until it doesn't. Every part of the software that's not thought out and build correctly at first can and often will add exponentially more work later on in the projects lifecycle.
And you can double or even triple the expectation of technical debt for avn's because, like I said, most devs here are amateurs, who don't have a solid grasp on software development starting out, so they inevitably will make a lot of decisions and programming mistakes early on which will bite them in the ass when they try to scale the the project later on.
Plus a lot of games here also tend to grow in scope and ambition as the patreon dollars start to roll in.
So in short, shits complicated. Shit gets only more complicated the more features are added that are not default-renpy features. Like minigames or sandbox elements.