Noxurtica ok sorry for the late reply, I had IRL problems and I only now saw your message.
So, I will start with the golden rule of game design: your goal as a game designer is to create one of those gags you'll see in old cartoons. Remember? The thing with the donkey that has a harness on its back, the harness is attached to a fishing rod, and the fishing rod is dangling a carrot in front of the eyes of the donkey, so the donkey moves forward because it's trying to get the carrot. Yeah, your game is the harness, the reward obtained from mastering the gameplay is the carrot, and the player is the donkey: this is a very crude image, but I think it conveys very well what I'm trying to explain.
Now, in a porn game this is doubly true, because the concept of "reward" in such a game is twofold: of course, a good game needs to be designed well so that mastering its mechanics will be its own reward, like in all games (people usually play games for the sense of accomplishment that comes from mastering their mechanics, it is a general truth of life), but then you also have the added reward of porn. So what you want to do is combine these two types of "reward": you want to teach the player a skill, you want to test them to see if they properly mastered that skill, and if they did they unlock stuff and feel accomplished... And if they did
particularly well, and/or they achieved a particular milestone in terms of either gameplay ("collect 500 items") or narrative ("learn the truth about this character"), they also get the porn. This, by the way, is the reason why all those "dungeon rape" games are a quintessential example of BAD game design: because in those you get the porn if you lose. Meaning, you have to learn a skill, and then you get the extra reward for NOT using that skill properly. That's counterintuitive and does not lead to a meaningful experience.
With the above in mind, let's look at your game: the premise of there being a princess who is cruel to another princess is potentially awesome, both in terms of the million directions you could take the storytelling (maybe the cruel princess has issues that made her cruel, but over time the sub princess will help her resolve them and the two will become genuine friends while still doing BDSM because why not. Or maybe the cruel princess is just a huge bitch and so eventually the sub princess will turn on her. Or maybe it will be the player to determine with their choices which personality trait is played up the most) and in terms of, let's face it, the really hot porn scenes that could come from it. So if this was a porn comic or other such non-interactive medium I'd have nothing to say: there do seem to be some art-related issues, but I am not qualified to discuss those, so I'd just sit back and see where this goes.
But since this is a game, then the reward-oriented mentality MUST be present, because that is a fundamental component of a game. And when I look at what you have right now, I'm sorry to say but that mentality just isn't there: right now, all your porn is rewarding is the patience the player demonstrated in quietly sitting through the infodump of lore-related stuff. That, no matter how you look at it, is not a meaningful experience: even if you do add more significant gameplay later on, as long as the beginning of the game is like this then you'll always have a problem, because the average player will get bored, will feel unchallenged and uninterested, before they even get there. And so the risk is that many people might dismiss your game without giving the actually interesting part a chance. And that would be a shame, so we must avoid it at all costs.
Because see, the fact of the matter is that the lore is actually very interesting, I like how you framed it and how you set it up to play into the actual mechanics of the game: it's just the way it is introduced to the player that is problematic. So let's improve that, shall we?
The most optimal thing you could do is to sit down with your colleagues in this endeavor, and set in stone a number of things you want the player to learn. Like, take Mario games: the two fundamental things those games want players to learn is the timing of jumps, and the optimal ways of using power ups. So what are the things you want your players to learn? Maybe you want them to learn a choice-driven political gameplay, akin to
Long Live The Queen (awesome game by the way, play it if you haven't, you could stand to learn a lot from it). Maybe you want them to learn a skill-based "how to train your slave" kind of gameplay, or maybe you want them to go through a number of simple minigames based on either observation or reflexes. Regardless, your goal for now is to define a number of simple things you want the player to learn to start the game: these will be your "mission statement", your "good day and thanks for playing, this is what the game is going to be about", so make sure you go for captivating, addicting things. After all, we need this part to make a good impression, we need the player to be hooked!
Once you've done this, you need to set up the initial portion of your game in such a way, that the player will need to complete a small set of tasks in order to get started. Each of these initial tasks will be set up so as to make them learn the things you decided you want them to learn: back to the Mario example, early levels in those are always about simple jumps of varying length, so that the player will learn to judge and time a jump properly.
For each task the player completes, you reward them by letting them learn a bit about the lore, giving them one by one the important points which, in your current set-up, you're simply listing. And when they complete all the task, thus finishing the "tutorial" portion of the game, you reward them with the first big porn scene. What you accomplish by doing this:
1) The player learns what the game is about: hopefully "what the game is about" will be something they'll like, thus persuading them to stick around
2) The player figures out the basics of the gameplay, thus being taught about what they need to play without being made to feel like a moron through excessive hand-holding (I.E. fucking Navi in Ocarina of Time)
3) The player discovers the important lore little by little, in an engaging manner that helps their immersion in the game, as opposed to being lectured about it in a manner that feels like homework
4) The player forms an expectation: that accomplishing important milestones in the game (in this case, completing the tutorial) will get them the porn they came for. If the porn is good (and making good porn relies on writing tricks as well as quality art, aspects which, again, I am unfortunately not qualified to discuss, so I cannot be of help here) this expectation will fuel their desire to keep on playing the game, but of course you will also have the responsibility to deliver on that expectation as the game progresses, by consistently giving the player quality porn as reward at regular intervals
This is all. I ended up going longer than I was originally planning to, but hopefully all this rambling of mine will be helpful to you. Again, this kind of stuff is literally my IRL job, so I can get a bit preachy about it: hopefully you'll be able to see past that and learn something