Sorry...i overlooked your post. First of all...i
don t think that your Game is shit, or that you are a "bad" developer. What bothers me the most....is the partially wasted potential of your Game.
Okay, let's unpack YOUR argument, shall we? It's a classic case of "we're limited by our resources, so you're limited by our vision." Which, while understandable on a practical level, is also a bit... well,
lazy. No offence."If you let the player skip all the sexual scenes, the story won't make sense!" Oh, Fooxied, if your story relies
solely on the sexual content to convey the "corruption" of a character, then you've got bigger problems than player choice.

Corruption, at its core, is about moral decay, a gradual erosion of values. You can show that through actions, dialogue, internal conflict, and the consequences of those actions. You don't need a graphic gangbang to illustrate that someone is losing their way. (Although, admittedly, it seems to be a popular shortcut!)
The "alternative path" argument? Yes, creating branching narratives is more work. It requires more writing, more art, and more planning. But that's also what makes a game
good. It's what makes it engaging.

It's what makes it feel like the player's choices actually
matter. Saying "it's too much work" is basically admitting that you're prioritizing expediency over quality. It's like a chef saying, "I could make a gourmet meal, but it's easier to just microwave a frozen dinner."

And the grand finale: "If we added endless choices, we'd never get it done!" Ah, the classic "we're saving you from ourselves" defense. It's true, scope creep is a real threat in game development. But "endless choices" is a straw man argument. No one is asking for an
infinite multiverse of possibilities. SOME of us are asking for
meaningful choices that allow us to
shape Riley`s journey in a way that resonates with us.
So, here's my comeback, delivered with a wink :
I understand the limitations, truly...and, i can t stress this enough...i am not your enemy and i don t want to trashtalk your Game.
But perhaps instead of focusing on the
quantity of content, you could focus on the
quality of the choices. Maybe instead of five different ways to get Riley naked, you could give us one
really compelling reason to make a difficult moral decision. You might be surprised how far a little bit of depth can go. And hey, if you're worried about 'milking' the project, remember that a well-crafted game with replay value is a lot more lucrative than a mediocre one that everyone forgets about after a single playthrough. Just food for thought! (And maybe a dash of creative inspiration.)"

In short: Don't sacrifice substance for speed. A little bit of player agency can go a long way in making a game memorable, even if it means a few extra sleepless nights for the development team. After all, a truly corrupting experience is one that stays with you long after the game is over. And that's not something you can achieve with just a few lines of code and a handful of pre-rendered scenes.

Not judging...just my opinion.