So first off, I wanted to say that I love the renders, the models, and the level of detail in each scene. Creating multiple renders to show characters actually moving through the space and interacting - rather than relying on just a few static shots - must take a tremendous amount of work I'm sure. But it really pays off. Honestly, it’s some of the best visual storytelling I’ve seen in a VN, even if I have limited experience with them at this point.
That said, I wanted to critique one thing. I love the walkthrough option, but having played without it the first time around I have to say I think the current approach to how "LI" determinations are made isn't very understandable. I'll give Cara as an example:
If you grab her butt right off the bat, you get an immediate negative reaction. Makes sense. Sneaking a glance of her butt in the following scene? Also a negative according to the walkthrough. Yet not much later deliberately looking down her top - while she actively notices - is a positive. What constitutes positive and negative actions feels a bit random when compared side by side.
Later in the story, you can look down her top while teaching her pool. First reaction is playful. Second is more negative. This would imply the third would be an even more negative reaction, meaning without the walkthrough you'd likely avoid doing it. Yet it ends up being a positive and the primary catalyst of the subsequent LI interactions.
Without foreknowledge of right and wrong choices, currently it feels rather difficult to know which actions are the correct ones to take and which should be avoided. It seems like it'd be better to have a less restrictive game design that isn't a good or bad choice system (skip a, skip b, choose c, d, and e) but rather more of a tally system (no or limited "good" or "bad" actions, most/all rather being counted towards a minimum threshold that marks them as a LI, but engaging in too many too fast turns the LI off of the MC) would be more intuitive and less needing of a walkthrough to complete successfully.
So taking the above example, it'd be something like showing interest in a limited number of the earlier scenes, but avoiding engaging in too many opportunities and thus coming across as overly creepy, combined with completing one or two of the pool scene glances would trigger a separate render back at the house asking if the MC "really wants to see them" as a secondary route alongside the current existing one, preventing players from missing that branch of the story entirely just because they misread the implication of the pool scene as being the "bad" choice.
That was probably overly wordy and not entirely clear, but I hope I conveyed the general idea. Just my 2 cents.