@naughtyroadNow, I only have one question and it's about routes... is there an ending with one ward only and an ending with both? Would it make sense make a route focusing on the oldest, one route on the youngest, and another trying to balance both? And about the side characters? Do they affect the routes with the wards?
Good question. So, this may be getting too much in sausage making territory (as in eat it, don't see how it's made) that it may put you off, but here goes:
In my mind, the wards are very much two sides of a coin, almost like a two halves of a complete person, and much of the development I've mapped out for them is about them driving events, with the PC trying to play catch-up. They have minds of their own and are not waiting around for the PC to coin them up.
It sort of comes from my dissatisfaction with a lot of romance-your-household stories out there where there's in essence three or four complete strangers living in the same house that you all romance and/or corrupt but they all have zero interesting interactions with each other, which makes complete sense from sausage-making point of view because keeping track of so many different possible combinations of would-do-hers and won't-do-hers is absolute hell.
So, bit of a tangent here, feel free to skip this paragraph: I mean look at the wonderful Melody by MrDots, I get the shakes just thinking about how much content I'm locked out of by picking a particular set of romantic interests, I can't imagine how hard it must be being the person (people?) writing and rendering out so much beautiful stuff that only a small portion of the players will see on their first play through (which for a significant portion of the player base, will likely be their only). I mean, I'm just ticking relations on and off in the cheat menu as the scenes queue up, just to make sure I get to see as much as I can of the characters I find interesting without shooting myself in the foot.
Back on topic: I'm not sure yet if I can somehow make a clean path for just one of them without having to basically write three completely unrelated stories for each path. I mean, I
really want to offer the option, but it sort of depends on how the story writes itself if I can do so in a manner that makes sense, or if it's just a "skip interaction" button prior to each encounter (which I wouldn't want to do, really).
I am planning to have the coworker as alternative romance option, but that particular route is going to be well less developed than the wards route. It intertwines with and affects the wards route though and is an integral part of the storyline, but how deep the PC is willing to get involved is completely up to the player.
And who knows, maybe I'll make
@ThunderRob happy and throw an option to skip town with Spike somewhere along the way.
But, I will probably not be introducing an hot aunt or a horny best friend in the second act, unless it makes very good sense story-wise, because it'll just stretch out the game without adding meaningful content, and makes more sense in a grinder/dating sim, which this isn't.