A lot of people in this thread don't seem very bright and clearly have trouble in understanding how developing a game like that works let me sprincle some truth your way. The more costumes a character has the more difficult becomes the update. The more unique are the new interactions or the way might change the game. Every consutme means extra work. Also... There is posing, dilogue boxes, dialogue planning, scene planning, drawing and coding that stiches everything together. I personally like the many different constumes that some characters have since the different costumes give different flavor to scenes, they baloon the replayability of the scenes.
I guess that this is one of those rare cases where ignorance does not equate bliss.
Since the more ignorant a poster is here the more salty they are.
Jesus mate, you couldn't have been more pretentious about something that YOU clearly don't know anything about if you tried.
Games bigger than this have been finished faster and with a much smaller budget.
That is not to say that this game isn't good or that the quality is bad, but to sit here and pretend that common sim game with 2d images is some kind of herculean task is ridiculous.
All of those things that you just said are literally the bare minimum for ANY game. As fun as Something Unlimited is, it is not breaking any new grounds as far as game development goes.
Lets not pretend this is some literary masterpiece and that SR is spending sleepless nights writing Shakespearean dialogue or plotlines.
I mean, fucks sake, the main complaint recently isn't even the speed, it is just that he promised something and failed to deliver. That has nothing to do with how much effort a game takes and more to do with coordinated project management.
Argument aside tho, I really think he should get help to do the more menial stuff in the game so he can focus on what people actually care about the game for, which is the art.
Too many of these patreon games have this problem where the person involved just wants to be a one-man army while making more money than an entire indie-game team.