He should have gone deeper when the character has individuality and not some 2bit RPG, and made the game have consequences for each choice that would backfire from one character to another, This seems too forced and the plot could be better than some 3rd grader dream. It more like a pokemon game where you got to catch them all.
I'm sorry that the game the dev wanted to make isn't significantly corruption based (not at all in the first section). But, y'know, that's not the game the dev started making. I realize that having something that's less a kinetic novel and more a game would make you happy. I believe the dev may well read your comment and take it under advisement for future content, whether here or in his next game.
Note that you say the dev "should" have done certain things above. That implies that this entire game is a mistake, and that others ought to agree with your stance; it makes it sound less like an opinion, and more like a fact. It is, of course, your opinion, and what would have made it more interesting to you. (I know you're answering a question that was asked, and in that context it's perfectly understandable, but not everyone here reads things carefully, or pays close attention to the post you're responding to; if you've gotten any overly negative feedback on your comment, that might be why).
Do keep in mind that not everything here will be of interest to you. I strongly suspect, in your case, this is
so close to something you'd be interested in that you want to encourage people to make their games more challenging, with more potential negatives to the choices you have the MC make. As the vast majority of the choices you're presented with are, "Do you want to see a set scene with character X now?" or "Which outfit should character X wear?", I suppose I can understand your point. However, as I said, this is more kinetic novel than game, and as such major divergent outcomes are unlikely.