The game is really good; I like the visual style, and the concept seems solid for an NTR game. This is a personal opinion, but I prefer a pure NTR approach, with alternatives divided into separate routes if you want to include NTS or a pure love route, so each player can experience the game in the way they prefer without mixing paths.
That said, here are some serious issues I’ve encountered:
Resource gathering: In my first playthrough, I thought the game was bugged—I ran out of all the food without finding a single food package during exploration (I explored every day with the protagonist). This presents a design problem because you can’t make a game over depend on luck in this kind of game. In my next playthrough, I found one, so I know it’s possible. But what are we all going to do? Save and reload until an expedition gives us food. The fact that this becomes the standard gameplay loop is already a big enough problem to warrant a rework of the resource gathering system. A suggestion would be to raise the drop rate significantly and reduce the amount obtained per drop.
Difficulty understanding how to progress: This is another major issue. You feel like you're drifting without direction. You don’t know what each action does; nothing is clearly shown, let alone how to develop the various aspects of the game. It's not intuitive at all.
Corruption: I read that to raise corruption you have to use the protagonist, but I haven’t been able to raise it no matter how much foreplay or kissing I’ve done. It also feels counterintuitive because corruption usually relates to doing inappropriate things, so having it increase through actions with your own partner feels off (if I’ve understood that correctly).
Respect: The brother often says he can’t do something because he respects his brother too much, but you don’t see or appreciate any mechanic that lowers respect. You’re left to imagine it, and in a game like this, that just makes things confusing—especially when you have 3 characters, 2 turns per day, and multiple options per character. In the end, you don’t know what each choice does, and that’s a problem. A small section explaining how the basic mechanics work would be great because, as it stands, it’s not clear what you’re supposed to do beyond gathering food and upgrading defenses. I’ve played for an hour and had to look this up to figure out what to do—and I still don’t know if I’m doing it right or wrong. Having to check a guide just to play is a clear design issue.
Overall, aesthetically it’s very good—I really like it. The mechanic of controlling three characters, each with their own actions, is also appealing. But the implementation of the mechanics, the game’s pacing, and the other elements I’ve mentioned definitely need urgent improvement. As a big fan who plays almost every NTR game, I found it very frustrating not knowing what to do and feeling like I was wasting time—and that’s the worst thing that can happen in a game like this.
Best of luck, and keep going with the project!