Proceed at your own pace. Calmly and deliberately. Without burnout or rushing, which can lead to mistakes or irritation. How did you envision this game and its development at the beginning, and are these different concepts now?
My initial vision of this game was an open world exploration game where the player gathers and manages monster girl in their home. More in the vein of an RPG than a visual novel. I still like that idea, but I also believe it's an incomplete concept.
After working on it for a while, I've begun to emulate the design concept in milkfactory games (or dating sim), where clear, linear progress is made across each character's relationship independently from one another. The main difference I want to preserve is the tradeoff between characters. Advancing a relationship with one monster girl will make another one jealous.
Marriage and breeding are still the end goal.
My leading design principle has been making content transparent and easily unlockable. Locking scenes behind hidden flags is a big shot in the foot for most games.
Since my past projects have been text-only, I didn't fully appreciate at first how much time and effort goes into the image editing and coding until I started actually doing it. Same thing for sound effects. And that's even without doing any drawing myself. Now, I'm realizing that I ought to focus my efforts on content that requires less grinding effort up front. For example, scenes where I can use anime images/sound files, or characters that I already have sprites for. I've upscaled/edited all of the graphics and animated most of them so far, which also takes time.
The best value (most gain for least effort) is implementing the main crew of monster girls and the manuscript chapters I've already written. I have 3/18 chapters implemented and 26 chapters outlined for the main story.