I have a full team, however, a full game takes longer. Most people don't have any idea of what it takes to develop a game or play test it.
-there are 30 girls;
-3000+ words for each that must be proofread;
-each girl has different abilities that must be tested individually, which means gridding them until max level;
-they must read all 64 hentai scenes and isolate the misspellings;
-They must test every girl in every city to see if their interactions are correct;
-they have their own personal life, and only have time during the weekends;
-They must search every map for game breaking bugs;
-They must test every feature of the game, which means each girl to see if everything is working for them. From gifts, to interactions and hentai scenes;
-They must test if the game is balanced, both combat-wise and item-wise around the maps of the game;
-They must suggest things that aren't obvious to the player, since I'm the developer, I might not be able to see them as not obvious, but might confuse a new player;
-I have to then correct every single of these mistakes and balance anything they found off
They are not just "playing" the game. Play testing is just not playing like an average player. It's playing with the intention of finding problems and reporting every mistake.
-3000+ words for each that must be proofread;
-they must read all 64 hentai scenes and isolate the misspellings;
I am not complaining, but if your approach to proofreading/misspellings is playing the actual game, then it is extremely inefficient. I am assuming you won't be doing translations, but if you were, let's say add a couple of other languages, would your approach to testing them be, playing through the entire game while proofreading/correcting misspellings (ALL individual languages??!??).
That is crazy. What you should be using is a simple script with all the dialogs in a single file. The testers would read the script instead of playing the game. A single person dedicated to this is more than enough. There are also AI proofreading tools that would save you a couple of bucks in the long run.
Your approach may already be something like this, if it is, just ignore above text but if not you may take it as helpful feedback or discard this advice entirely.
Also, quick question, regarding balance, was the same team doing the testing for SC. Because throughout the mid section of the game, there was a major balance issues regarding those annoying tree mobs. They were just too numerous, respawning, but died to 1-2 hits. The actual animation of the battle loading was probably greater than the actual battle itself. Which is why, just a few more powerful mobs in a location ( that do not respawn ) would have been significantly better than 5-6 tiny mobs.