What the other guy said, having some WIT in games (or even professional writing, for fucks sake) has become hard to find.
As to the financial perspective, i think you should advertise your kickass animations more. This game seriously flies under the radar. Even here in this thread, the OP shows three fairly short and weak animations and what looks like a generic renpy AVN and it did absolutely not make me suspect the sheer quality of your game.
Maybe advertise with some longer animations and perhaps include some of the games jokes/banter in the preview pictures. It can only help.
I appreciate the kind words. It's strange to say, but I almost like the idea of it flying under the radar. There's something attractive to me about the whole "sleeper hit" kinda thing. Not to say it's intentional, but I definitely don't mind it. Whenever I get a comment that says something along the lines of "I thought this was gonna be generic school AVN nonsense, but I was pleasently surprised" it feeels like a gotcha moment for me. I know my premise is super common and generic, so when I hear that I catch people off guard with the way I do it, that's fun for me. Financially of course it doesn't make sense, but it doesn't get me down. I'm fine, and the project isn't in danger.
Regarding promo, there's actually a really specific reason I don't advertise the animations too much. Primarily, I have a rule where I don't use the animations from the most recent update in promo for the sake of spoilers, and also I don't actually do all that many long animations. What I do however, is lots of animations strung together to make an overall scene. I'll likely be changing some of the promo animations when the next update comes out though because the existing ones are exactly how you describe them. For animations in general, I think there are generally two types of devs. (I may have typed this out before, but I can't remember).
Type A: Fairly long animations, perhaps 10-20 seconds each, but only 2 or 3 of them in a sex scene, and all dialogue runs over the top of those animations. Typically they'll feature position changes for a moment before returning to the original position, or maybe a kiss half way through, or maybe a bunch of random neck movement. Either way, something to justify the length of the animation.
Type B: Shorter animations, but sometimes 10-30 of them per sex scene, because each 1 second loop is designed to match the dialogue or whatever. Typically less detailed individually than the type A animations, but greater in quantity.
I very much fall into type B. Type A markets better since showing a really good animation is great for promo, but if that really good animation is pretty much all you get for a scene, it doesn't really suit my tastes.Typically when I go into type A realm, it's for a climax animation, or maybe a transition. Either way, not something loopable, so it feels a bit weird for promo.
As I said though, the game isn't in financial danger, just in case anyone thought that was why I brought it up in the first place. It's actually at all all time high which is a bit weird. Not by very much, but since the last update I had a minimal drop off, and at this point I think I'm actually making more than I did just after the last release (Which is usually a peak since people sub for the update, then unsub). I'm in no huge rush. It'd be great to get to go full time, but rushing to a goal like that would likely mean either rushing updates as well, or going all in on monetisation. I'm unwilling to do either. I just want it to be good.
All of this said, promo images and stuff will definitely be updated following the next update.