Bro why not make simple harem and if player want to add or not specific girl they will do it themselves?
It
is a simple harem game and the player
is capable of adding who they want to the harem or not. The developer is just trying to create a grounded fleshed out experience with logically sound pathing and branching that covers a wide array of LIs and options while keeping in mind that the plot matters and that a story is being told simultaneously. Case in point, the Sarah/Dawn scenario that the developer was referring to.
The in-game walkthrough does a fine job in my opinion and I had no trouble avoiding people that I didn't want to have a relationship with. If you are having trouble with an LI or if you're unsure that you're on their path, just ask for help and someone will tell you. Or the developer himself will answer.
The one real gripe I have is that I find it annoying that the MC is constantly reluctant to accept incestuous relationships despite the fact that the player has consistently made the choice to engage in such relationships. It really makes no sense for the MC to freak out about Millie giving him a BJ, when Cara has already done so multiple times.
I think it does make sense because your relationship with character A does not become homogenous with character B just because you made a certain decision with character A, that you have yet to make with character B. Millie and Cara are each their own person so the way I see it, is that the MC has to progress each relationship on its own and as such would go through this short period of reluctance and hesistation just because that's who he is.
In addition to that, a certain amount of reluctance and hesistation from involved parties heightens the taboo nature of incestuous relationships. The forbidden fruit. It builds anticipation and tension and makes the climax that much better. But I would also say that too much of it would ruin the game and so far the developer has done a fine job with the writing.
This also extends to pregnancy, if I as the player have pregnancy enabled and choose to creampie characters, it should be a given that I want that content, so the MC should have no reason to be shocked that the literally nun he's just deflowered isn't on birth control.
I replayed this moment a few times because I kinda didn't understand the MC's dialogue in this specific scene even when I tried both dialogue options after the creampie. I'll stay away from religious debate, but while birth control's primary role is to prevent pregnancies, it does also provide other benefits to females. A lot of women take birth control simply to mitigate PMS. So maybe the MC just assumed she was on it because she is a healthy adult female, despite being a nun. Or he didn't think too deeply about it because he was pre-occupied being balls-deep in a hot nun whose virginity he just took and who also asked for a creampie.
I didn't think too deeply about it after trying the different dialogue options, and I just moved on.
Ultimately, it boils down to being an issue of the MC not fully reflecting the choices of the player (and sometimes just being flat out dumb). This also causes the player to unnecessarily make the same choice(s) over and over again.
I don't agree with this statement since the in-game paths and route options you are referring to (when you say we have to make the same choices over and over) are not the same as just "enabling incest or anal sex" in the options menu and they do not need to be the same either. Again, making the choice to have an incestuous relationship with character A should never replace the experience of playing through the game and getting to make that same choice with character B because if done right, the experience for each character should be different and rewarding in its own way. In my opinion, that's what makes well-written characters which in-turn makes a good game.
Good games are not developed like what you're asking for because then you have people complaining about how character A didn't get the same attention as character B or, character A's and character B's routes are identical and that they each have nothing that makes it unique to the character that you were pursuing. And when you start taking in-game paths/choices out of the scene-by-scene gameplay, then people will complain that there's no options/choices in the game, or your choices don't matter and the entire experience is on rails.
If you ask me, that's not the experience that the developer is trying to create here.