Hello! Let me address the comment, thanks for taking the time to write up your thoughts.
The mood system: I don't think a mood system ever made a game better. I don't understand what it will add to the game. Most of the time, it's added and the characters are always happy and no one cares about the mood. Moreover, it breaks immersion because even if Alice is in a bad mood, I'm pretty sure that in events it will be completely ignored.
This is mainly a pseudo-dating sim and I loved how older dating sims did it (like Tokimeki Memorial).
You can't initiate story events if the mood is under a certain number, also I like adding small variations in dialogue if a character is mad. May be stupid but I don't really have a reason not to include it. It's also a good way to have dialogue branches actually affect the character you are talking to.
NTR: The world is cruel. You either do NTR or don't do NTR. If you're in-between you'll have to deal with a bunch of people who hate NTR and you definitely don't want to deal with those people. In the version I played, the husband was sleeping so it's ok I guess. But the tone of the game isn't this, I'm sure a lot of your players don't want to make the husband feel miserable.
There's no NTR and won't be in the game. There will be netori, but it's not the couple you are referring to. In the one you mention, the point of the scene was that the husband actually wants you to do what you do. The MC is not trying to be a dick or making the wife cheat. I tried to imply it heavily multiple times in the event, but maybe I failed.
Keyboard: It's annoying to have to switch between Keyboard and Mouse. You need to make the game playable using only the mouse because it will make the port to mobile way easier. I'm on itch.io as well and I can tell you there are more players on Android than on Windows. The game should be playable keyboard-only as well. (also players love to play adult games with only one hand for some reason)
Yeah I can understand that! It's something that's on the to-do list, along with only mouse controls. I'm not planning to port to mobile any time soon tho.
Patreon: I played the game until I unlocked everything and I have absolutely no idea what I missed because I'm not a patron. Sure there are people who like the game and will support you for the sake of supporting you or to check if a more recent version is available on patreon. But I don't think that's how it works, you need to entice players during the game without being intrusive. You definitely need to add patreon cheats, the pattern "start a game -> get bored by the grind -> subscribe to patreon to skip the grind" is probably the most common pattern. You can also make the gallery patron-only.
I appreciate the feedback. Even if it doesn't look like it, I'm not trying to make the game grindy on purpose. Right now I don't know how I feel about trying to incorporate mobile gaming psychology tactics into the game / patreon, feels a bit iffy to me. Maybe I'm better suited for platforms like Steam.
The sandbox curse: A pet peeve of mine but I'm sick of those games where the gameplay loop is "open the menu -> check how to progress with the girl -> do what is written". I'd suggest an exclamation mark on doors that launch an event.
I agree! As soon as I add a bit more, I hope the map will improve that.
Money: You plan to add money to the game. Why? Clearly, your game is lacking content, not means to unlock it. The game needs content and definitely not new mechanics.
I think it's a good way to have progression. The story revolves about the character working in an inn. How's the MC meant to have new stuff if not from having an exchange between goods? Money is nothing, just a variable that shows how much of something you've done, you could call it "love points" that you gain through fucking girls to unlock new positions for all that matters.
I agree it's lacking content atm, but I mean, I released this the last day of May, and since then I consider I've made good progress. The first version was literally a walking simulator.
tldr: My advice (which I think is good even though I don't think I'm a good game designer) is to start by making the game SIMPLE and SOLID. The rest is for later.
I prefer to implement systems as early as possible. Adding a system halfway through is a pain in the ass, and it won't feel integrated into the core loop. What if it doesn't work well? The Patreon cycle forces everyone to get content ASAP without stopping to focus on other things. How many games are in limbo, spending months on end trying to add something new but it's difficult because it requires full re-writes.
Anyway! Thanks for the comment, I appreciate it