1. Do you like creating a custom main character, or, do you like having one that was created by the developer for you to assume as yours, assuming a customizable name?
Actual customisation is just too much work realistically (unless it's a 3D game, which is a different kind of 'too much work'). Honestly, it's more important to me that it's an interesting character (preferably not another dull or cliched high school student) than that it's customisable.
2. Do you like text based games with some images, or image based games with some text?
Middle ground here. Pacing the ratio of text to image is one of the ways to ensure smoother and more engaging flow. The typical Japanese-style has way too much text per image, for example. I know it's to keep dev cost of assets low, but I'll never find that ratio satisfactory.
3. Would you rather play a 2D VN with dialog choices, or a 3D RPG with being able to walk around a world to trigger story events and story advancement?
I have more faith that a 2D VN with dialog choices would be a more polished and enjoyable experience than an ambitious 3D RPG as described. Art for 2D would be more focused on making it look good, 3D would have more features, more dev time, more bugs... we'd be more an extended beta tester in that situation. Of course, if a game actually pulled it off, it'd be amazing (and I'd add it straight to my Mt Rushmore), but I'm not holding my breath at the moment.
4. Do you want to get right into the sexual action, or have a slow buildup? Romantic relationship building from story, or quick fucks? Maybe a mixture?
Mix is good, but the important thing is that the writing needs to justify the pace of the encounter. Quick hookups happen in real life and they can be exciting, but just having a character see you and jump you immediately without any lead-up leaves me pretty cold. But in general, I like the player having agency, and scenarios where NPCs are pushing themselves onto MC, whose only choice of response is to stammer and say it's not a good idea (or something similar) evokes a state that's almost like cognitive dissonance for me. If the needs of the main character are firmly opposed to that of the player, it's a bad situation.
5. Do you prefer grinding and building stats with characters, or making choices to advance the story?
Grinding and building stats means the core loop of that activity has to actually be fun. Otherwise, it's just filler, which I'll give a hard pass. So judging by the exclusive 'build stats games' that I've seen here so far, I'd say choices. But some games combine choices and stats pretty well, so let's go with that.
6. How important is non-sexual story and content in your sexual games? As in, what does your character do when not having sex.
Kinda important, but if it gets too bogged down in minutiae, then it can lose me pretty fast. Learning more about the characters and developing relationships with those who are involved in the sex scenarios is always rewarding, but sometimes devs can take their plots a little too seriously. Let's be honest, most of the stories are as interesting as the articles in Playboy back in the day. There are a small handful of devs who have stories good enough to be engaging without the sexual element. For them, I very much appreciate the skill constructing the story. For the rest, can take it or leave it.
7. Lots of choices and branching dialog, or more directed story with few choices?
I like choices, but not those that force me to choose between scenes and characters. Would prefer having a choice about how to approach that scene instead. Basically, I don't have as much time to replay games trying to get all the scenes these days, and would prefer a one-and-done for these things, and replay only when I want to experience it again, not just to catch em all. If a game's good enough (eg. Leap of Faith, STWA), I might do it, but it's not my standard M.O for playthroughs.
8. Do you like to have control of what happens in sex scenes, and to what level of control?
As mentioned in the last point, some control about the tone of the scene would be good (gentle/rough etc). But I'm not fussed about choosing positions and the like, unless it's introducing the character to a new position as part of the progression. Would prefer that the dev set up the scene in a good cinematic manner with good angles, buildup, and dialog, instead of me having to fiddle around with minigames and the like.
9. What is more important to you, specific kinks and themes, or a good story with vanilla sex?
Kinks and themes are what I'm here for. For vanilla sex, it'd have to be a REALLY good story, and those are in short supply. Would still prefer scratching preferred kinks though. If it's done with a good story, that's the cherry on top.
10. Would you play a game with a theme or kink you do not like, if you were attracted to the art, story, or gameplay?
I'd be more willing to try it out if the theme were optional or one of many that could be sped through. But it'd be with a pretty short leash, and if I feel that I'm not getting as much enjoyment out of it than I'd like, the good production wouldn't prevent me from moving on. Of course, depends on how much I dislike the kink. Incest I'll tolerate (its overexposure annoys me more than the fundamental principle), but things like rape and loli, I'll probably steer clear of, regardless of how it good it looks.
11. Do you like a minimal interface or lots of information?
Minimal is best, because it presumes that you've figured out how to present all the necessary info in the most concise way possible. It'll take a lot more design, but I definitely prefer that over a text dump. Some info that I do like though: Notebook-style excerpts of the history of your interaction with a character. And quest logs/trackers/hints, obviously.
12. Do you like anime or rendered style artwork?
For me (keeping quality as a constant), western-style illustrations > western-style 3D renders > anime-style illustrations > Honey Select characters
13. Do you want some music or not?
Mostly no. Unless you're going to spend a serious amount of time making sure it fits your game vibe. For example, the music in City of Broken Dreamers adds a lot to the experience. But if I open a game and hear some obnoxious recognisable stock music, I'm muting all the audio channels asap. Ditto if the game starts blaring some genre that doesn't do much for me, like pop-punk.
14. How often do you like to see games updated?
I like regular schedules, which is tough with projects like this. One month would be good, 2 weeks would be amazing, 3 months would be alright if the content for the update justifies the wait. 6-month and 1-year updates are way too long, I would've forgotten my place in the story at that point.
15. Do you like quicker updates with less content, or slower updates with more content?
Hard to make a binary choice here. College Bound updates are (or were) too light, What a Hero! updates are too slow. Grandma's House and King of Summer manage to have good content for each update despite a speedy update schedule, just hope it's sustainable. Only stipulation is that if you're going to release quick small updates, make sure you also upload an update patch instead of having the player download the full game each time.
16. What type of gameplay do you like to see in these kinds of games?
Mostly choices, relationship points and dialog checks. Didn't come here to play minigames.
17. What length of game and story do you most prefer?
Tough to tell with episodic releases. An update taking 25-30 mins to play through (when reading all the text and not skipping) seems fine to me. Obviously, that includes meaningful content, not navigation, grinding, etc. But that stretches it to 2-3 hrs even at 6 updates or so. Don't mind that if pacing is well managed.
18. Anything you might want to add to this, based upon these questions?
Ultimately, make the game you want to make. More chance of keeping motivated that way. Trying to make it for other people is a fast way to get pulled in many different directions and ultimately burning out. Look out for good suggestions always, but only those that are compatible with the vision that you already have.
Recommendation: Don't release your first game. Use it as an internal project. Try make a short game which is a condensed version which has all the stuff you're interested in implementing. There will be several things you learn and many systems you will probably realise can be overhauled to work in a more flexible manner.
If you think you have a hang on it at this point, then plan out your project from scratch. General outline of the story, the breakpoints and cliffhangers for episode splits, the mechanics if any, how gradually they will be introduced, the asset requirement and rendering cycles. Get an idea of how long it'll to make and test each update. Then finally, make the pilot and see if you're on track with your schedule. After that, you can do the whole Patreon etc system if you're confident you've got this in hand.