I stated Dozen of times that my game is based on Village of Nightmare, a game which had the same type of gameplay and that it was my first experience in creating a game, so I made it extra simple;
no need to be a dick if you don't like it, just pass over it on to the next thread. Thanks.
What does some other game have to do with your game?
Went and looked at VoN. You're confusing the gameplay with story. Latter might be similar, former isn't.
In VoN you walk around the village talk to people, some of the time advancing story. Walkthrough helps to lessen stumbling about. There is day and night cycle, time advances when you enter a building(which is the only similarity of gameplay between these two games), some events happen at night and you can advance time if you use the bed. The innkeeper hints on what you should do next and constantly prompts you to save.
In your game. You walk around the village, getting stock responses almost every time with no way to advance unless the game is ready for you to do so. Almost all of the events are scheduled in advance or meet you when you leave the tavern or you see someone out of place or during the waitress mini-game. The events happen very infrequently. There is no way to advance time other than entering houses where you hear same stock responses over and over and over again. The walkthrough is pointless, except for one point in the game. You just have to walk around aimlessly and waste time until an event happens. There is nothing to do or interact with. Waitress minigame rarely rewards you with anything but if you skip it you might get stuck. Bad gameplay, or more like almost no gameplay only railroaded events and walking/entering buildings simulator. Plus fetch quest mini game.
The key differences are that in VoN you never have nothing to do, might be hard to find some times, but you are actively advancing the story. It also doesn't have a pointless mini-game.
Also, this is not being a dick. Being a dick is pulling a "game over" event out of nowhere with no autosave or previous experience of choice and/or failure.
How to fix:
Option A. Be more like VoN. Give the steering wheel to the player. Corrupt A which unlock corrupting B and C, etc. Sprinkle minor events here and there. Might be a bit obnoxious without walkthrough, but better than it is now.
Option B. Don't be like VoN. Be more VN-like. Kill all the dead(aimless walking) parts. Every day something should happen. Doesn't have to be major. Kill the fetching/waitress mini-game or add some content to it so there is something EVERY night. Either scripted watressing every night with events popping up occasionally or limited number of interactions with select patrons every night to advance their corruption. Let's say every villager has a corruption scale from 0-10 or a relation meter, something you can raise by interacting with them. You have 3 actions every day and 3 every night. Each might be minor scene or a dialogue. Once you reach a certain threshold, let's say 3/6/9 or 5, you get a medium event. Once you reach 10 you turn them. Minor events can be anything: nipslips, excessive cleavage, bending over to pick up stuff. A list of villagers with current status and whether you should talk to them now or later would help and avoid the need for a walkthrough. GAMEPLAY! Labyrinth... either kill it or make it a branching point in a story. At the very least add autosaves.
You can draw, your dialogue doesn't give me aneurysms, so don't bring it down by shit gameplay.
The fact that it reached 1.0 version with 90 patrons donating $450 per month is kind of mindblowing. <-This is being a dick too.