Not a terrible first release. You did mark it as a demo, so you'll get a pass for a lot. Just remember that people will get less forgiving as time goes on and more content is added to the game.
Personally would've liked to see more completed content than just the prologue/tutorial, but that's just me.
My advice to the dev, so that you stand out from other RPGM games:
1. Release completed quests in each update. Trickling quest progress per update gets old after a while and people could lose interest. I'm aware that making a game is hard work, even with simpler engines like RPGM. Look at how other popular games handle their updates and organize your development process to imitate that in a way that works best for you.
2. Proof your text before releasing it. I saw a few basic grammar and spelling errors that could easily be avoided, even if English is not your first language. There are free text document programs/apps out there that come with spell checkers and grammar checkers. Just put your dialog in there to clean it up and then copy it over.
3. Follow the rule of KISS. Keep It Simple, Stupid. You don't need any elaborate mechanics in the game, a simple point-and-click is fine. Especially if you want to keep the game accessible for one-handed play. Your current setup is perfectly okay. Don't pull a Secret Dawn and add features or mini-games that people aren't asking for or don't want. It detracts from the experience of wanting to enjoy a simple porn game.
4. Your premise is very promising and well done so far. Keep it up. It's perfectly valid if you just want a light-hearted story that isn't meant to be taken seriously.
5. Make sure to plan out your story much further out than your updates are. It'll help you stay on track and lock you in on what assets you'll need to get updates done. Planning is a huge part of game dev, and I've seen far too many adult games on this site fall apart because devs plan each update as it comes rather than plotting a lot of the narrative and mechanics out in advance before they sit down and start working on their games. This is especially important if you intend to have a plot with increasing complexity, such as how the curses will affect the men and the lives of their wives. Interconnectivity can make the world feel more full than it actually is, but remember suggestion 3 as well. Pretty sure most people here don't care if the story is the next Lisa or BaDIK. We mostly just wanna get off.