1/ It's true that it'll be way easier for me to make a game in which people will find the routes they want easier than this. Even a guy said he didn't support on patreon because he wanted a game in which he didn't need to try so hard for the routes he wanted. But my decision from the start: if we need a game in which there's no worry to find an exactly route, we should read erotic novels because it'll be more easier. So Jealousy will be just like the way The Engagement is, which only one improvement: NTR turn on/off option.
Let me run this math past you, and see if it makes sense to you so you understand just what you are doing to your players if you continue doing things exactly how you are doing them.
Suppose there are 20 choice sets between start and your goal of fuck girl.
Each choice set has 2 choices.
2 to the power of 20 = 1,048,576 possible completed choice branches.
It would be over 100 times easier to randomly guess a 4 digit random numerical code as on a pin number.
Sure people could look at a walkthrough, or pop the game open with unren and have a look for the correct branch.
So players are left with 1 of 3 options if they choose to continue.
1) Keep playing over and over getting more and more frustrated trying to find their way.
2) Keep looking at a guide each and every choice back and forth back and forth back and forth... Focusing as much on the guide than the game.
3) Going through line after line of code searching for the proper path.
Why not incorporate a 4th option to start the game?
A built-in color-coded guide.
At start of game it asks "Would you like to use the built in guide?" yes/no
If yes is answered then it asks "Which path would you like to choose?"
Then it gives you a choice of all the paths to follow on the guide and you pick one... Then anything that is MANDATORY for that path is now green. Players are now happy they don't gotta do 1 of the other 3 options unless they feel like it.
If you selected no, then the game has no color code guide used and it's how it runs how you normally made this game. Such a guide would be simple to build in, probably just as easy as making a walkthrough.
Another way to make such a guide is to simply show points gained / lost