I think this remark is precisely hitting the nail on the head. Problem is that the bad end is way too easy to reach or way too hard to avoid if prefer that point of view and as I discussed with captain before that his design philosophy of having the outcome of some choices to be unknowable until later or played other paths before has some dangers in them inherently.
Now if you combine that philosophy with running into bad ends that really do piss people off
(like having one of the girls you care for raped and other losing her mind) and you run into that bad end unless you do almost everything exactly right with not much leeway, on a thruple path that will be something most players will at least aim for once, you get a problem for loads of players.
Problem is not that there is a bad end per se, but that the bad end is more or less the logical and standard ending to get if you are on that path, mistakes can be made already way too early on that path in game long before you notice things go wrong and you can only avoid it by doing it exactly right from start, where those choices that are needed like speaking to the gf in store does not make sense for the ending you do or do not get. Basically instead of the bad end being the exception on the path it is the standard ending for that path as game is now.
If that is how Captain wants it that is fair enough, but it also means that for way too many players it will be impossible to play this game without a walkthrough in hand or run into things that truly does upset them (shown or not) and want them to throw something at the wall (yeah some do not care and others care too much about pixels
), while to me this seems typically a game where you are encouraged to try different options, but now in practice are at least on some paths punished for and are discouraged doing so, as such defeating the original design philosophy.