Nice!
I want to be clear that I think you're doing a great job so far at this early stage, btw. Just wanted to include some game design issues that may be more difficult to fix later on if not focused on earlier. The implementations you've listed should definitely help, too.
I also hesitate to post suggestions here, since I'm sure you're likely considering such things already, but here goes:
Another alternative might be to implement some sort of RPG point system for MC himself to make all his attempts more successful based on what skills the user focuses to build. This is totally off the top of my head, so take it with a grain of salt.
Connive = more easily convince NPCs to do what MC wants and awards more slut/submission/whatever points in NPC interactions based on MC's level. Magic and/or Intellect = Separate or combine into one: Yields better swaps or more money from the chest & more frequency of rare items. Allows greater protection of portal (recharging less often) and more useful info garnered from book. Can also be a factor in successfully convincing NPCs to do what MC wants, either as an alternative to or coupled with Connive. Toughness (or maybe magic here if separated from intellect) = Allows MC greater options for battling in Dungeon and allows occasional hits from monsters without running away as dungeon becomes more challenging. May also be a factor in story progression and certain choice options in key staged scenes.
Key to the above, regardless of how many skills are used and how each skill functions: Can implement this point system with daily time-management options to break up the monotony of the daily grind. Sick of doing bathing/fetching chores each morning, for instance? Assign another NPC to the task that day and work on something else (or to watch that hot girl-on-girl action if so you choose). Might be a good idea to have multiple interactive options in the storage room MC sleeps in too to build such stats, to avoid excess clicking. Various activities allow more or less time to pass in the day, which both award more or less points AND add strategy to time management, allowing for greater game engagement and immersion.
If these points are tied to progression too, perhaps add a thought or narrative incident once a threshold is reached hinting to the player that they may want to give NPC a bath again, check the portal, ect, depending on what portion of the story the skill building has helped unlock (as you've already done at certain key points). There can also be multiple pathways and strategies to unlocking that progression.
This is just one potential suggestion of many possibilities though in breaking up the monotony of daily tasks with multiple options of how to spend the player's time + provide the illusion of progression and personal agency for greater player engagement.
I think some sort of
time management strategy would pair well with this sort of game though, regardless of how implemented, to allow users
multiple choices on how to break up the daily repetition + provide more of a challenge and a feeling that their choices matter.