If I could make wish -- for most games like this -- it'd be that devs put really clear explanation up front of what "tracks" exist in the dev's world, as h-game behavior is not intuitive. Knowing the tracks would give players a hint about what behavior will lead to what content, letting them play how they want. For example, say there are four "tracks":
- purity (if MC stands up to bullies strongly --> resist getting corrupted or fully taken advantage of; MC enjoys nothing and defeats or even one-ups bullies)
- non-consensual (if MC stands up to bullies weakly --> blackmailed or forced to participate anyway; MC doesn't enjoy it except maybe secretly or over time)
- submissive (if MC doesn't want it but gives up quickly --> fully participates but doesn't enjoy it openly, probably enjoys it secretly)
- eager (if MC has no shame or is excited to participate --> openly enjoys; maybe even becomes accomplice somehow)
If players don't know all the "tracks" -- for example, that there's a non-con route -- then they generally just all go full-eager/slut to see the content, which defeats the point of having choice, and/or they just mindlessly try every single choice combination to see anything they missed, which makes the game just a non-linear, incoherent VN rather than a game.
This long rant written just because the story is interesting. Reminds me a bit of Casey's Fall, minus CS's anatomy fixation. I think that as an alternative to her being a secret exhibitionist, you could play up a little that being afraid, alone, and desperate makes her do risky things like flirting or exposing a little in hopes of getting an advantage, only for her to be taken advantage of by someone who calls her bluff.
EDIT: Also, while I don't fully agree with some of the comments earlier that the content is too slow (as a professional writer, I say the secret to actually finishing passion projects is to focus on the stuff that makes YOU happy and don't go beyond your own comfort pace), here's one tactic I do wish game devs used more: rather than do a chapter at a time (which is hard to read, because you forget the story between updates, or you wait a month and then get 10 minutes of play), write and release the whole story VERY barebones, then layer on the choices/art/context with each release. It's tempting as a writer to assume that everyone is as invested in story as you are, so you don't want to spoil it, but the fact is, esp for h-games and RPGs, people are more there to see how the choices change the story, so adding choices to an existing story is just as good (if not better) than trying to follow a story spread out over months.