Feedback incoming:
The idea is fantastic. The art is decent but animations would make it even better (I realize this is likely a pipe dream because not everyone is a fantastic animator or artist).
The methods of raising stats is a fantastic system with 1 drawback, the period between 2nd session (combat training) and 3rd session (academics) on about day 3 I had we will call it a level of 3 trust right at the end of 2nd and in a blink it dropped to 2 (yes I lost 1 third of my trust) with no explanation or warning. If you are going to limit how much something can gain and punish players for trying to exceed these limits then shame on you for bad design OR if you didn't cause it to happen on purpose it just happens then shame on you for bad design OR if it's planned to drop such a huge chunk without explanation then shame on you for bad design AND planning. If I want to focus on the middle road so everything goes up evenly with a leaning towards reward (with only punish or reward as an option) the 7/8 of an inch (on my screen at the current size I have it set to (metric would be 2.2 cm)) that I fought for dropped to 9/16 of an inch (1.4cm) between afternoon and evening, while punishment didn't change. If I am going to be punished for being to lenient I would rather not play at all and just humble brag to myself that I won on my own terms.
Hmmmmm, so if the mechanics are working correctly then you should be capped on permenant stat gain in the behavioural stats at 25% a week. Which it seems is the case.
So I suspect the fault lies in my earlier descision to include progess bars.
Allow me to explain;
The limit was introduced based on feedback regarding her developing too fast (which meant players either missed or couldn't repeat the actions guided by Ruby's own choices), and on allowing players to choose how far those stats could develop (which allowed players to arrest Ruby's development down various lines of behaviour to their own comfort zones) as Ruby at max stats can get quite...... intense....
But I left the ability to drive things up a bit beyond that limit temporarily to give people a taste of progress into the next level of interactions, without being then stuck there.
I think the (entirely valid) issue for some users (like yourself) actually comes from me making these stats VISIBLE.
If we only had bars for Combat or Academics then people wouldn't feel like they're losing progress. AND the game would progress gently with plenty of time to enjoy repeat interactions and decide on player comfort zones.
I believe this to be the case because I've actually have had a similar discussion with folks over on the Devlog, and resultingly I'm very much inclined to hide the relationship stats and let Ruby's behaviour do the all talking in the next update in late October (since I'm on the road until then and cannot do anything until I return).
It's worth noting that Ruby actually has two other invisible stats( that drive her urge to masochism and her overall horniness) and people haven't had the same reaction to their capping. I suspect because largely because they're invisible.
I think it's the combination of the mechanic I'm using to impose the limits but allow previews (periodic stat adjustments between visits) and the visiblity of "losing" something that makes the player feel like they're having something 'taken away' instead of 'limited'.
The design intent was always that we see Ruby's interactions and developments as the measures of her reaction to our actions, not simply counting a number going up, because the former better replicates real interaction and helps us form a more parasocial response to interaction with the character.
It's actually a really useful object lesson in ludo-narrative design for me.
And given that I've never made a game before there are going to be many.
Because (ludonarratively) we've been trained by our exposure to the progress bar within the wider medium to experience any drop in it as feeling like a setback, my use of a progress bar here is actively impacting people's enjoyment of their progress. Which is the opposite intent of the mechanic.
Choosing to balance your treatment of Ruby is definitely rewarded in play, as there are a suite of reward class interactions (and alternate limit passing interactions) Ruby will only choose to take if she is both trusting AND masochistic enough, a combination you can only acchieve by more gently punishing a trusting Ruby to encourage her to enjoy masochistic pursuits. So your choice of playstyle is both valid and covered by the design. In fact, it's how I've played the game myself so far when not doing testing runs.
RE: art and animations. Better (artist created) art (and maybe even animations, donations willing) may be on the cards depending on the end result of the survey. And people's subsequent willingness to donate to the project.
Thank you for playing my game, I'm glad you're enjoying it so far, and taking the time to provide feedback. I suggest ignoring the (now likely doomed) progress bars and continuing your journey with Ruby for now. There's a fair bit of content to find on your chosen path.
At my PC I'd normally reward feedback or bug detection etc. with a butt (as is my habit) but sadly you'll have to wait for your personalised butt until my triumphant return home. But you can rest 'ass'ured one is coming your way