This is useful. I don't have anything too sinister in mind when it comes to Kari, but I do want to keep her malleable to some extent. Someone mentioned mentoring her, I think that's a real possibility, as would a more forceful approach.
I'm going to check the settings for Marina - the intent was that if you were very aggressive in your profile AND very horny, that would remove the option of backing out. The looking up her skirt anyway is a sign that the MC was lustful, I may need to tweak the threshold values there, or maybe add a little bit of randomness.
The bad endings were a bit of a cop out, but at that point there was only one week in the game, if you didn't want her around, what was the point? Now I'm more inclined to follow those as options - maybe MC likes her but thinks things are moving too fast, who knows?
As I've said, I would prefer the stats stay invisible to the player, but for those of you who are so inclined, here's my basic thinking.
Confidence is the character's self-belief, determination, independence of thought. Kari is more likely to make a joke, for example, as her confidence rises.
Trust is the character's feeling toward MC. Sometimes works with Confidence, sometimes against.
Intimacy is the depth of relationship between character and MC, not necessarily sexual, so friendship too.
Dominance is really in opposition to Confidence, how likely is the character to follow MCs wishes.
Jealousy works against trust, to some extent, and influences character to character interactions. So you'll see, for example, an incident where both Marina and Kari are jealous of the other.
Slutty is different. For Kari, especially, it's supposed to reflect what she thinks other people think of her. Because she's such an innocent she tries to meet people's expectations of her. Perhaps it's similar for Lois also, but to a lesser degree. For other characters, it's pretty much what it says.
Those first six, often in combination, are the main things that determine character choices, etc.
Backstory is just keeping track of how much you've learned about the character. All of them will have some degree of backstory as the game develops. Some of them may not be particularly involved, others will go deeper.
I have some concerns about some of the backstory stuff. For one character in particular it's very dark. If one or two people are interested in discussing that privately (and don't mind the spoiler) it might be useful.
Misc should probably be called flags. It's for me to set markers to trigger something later. Or as we saw before, remember whether she went to bed in PJ's or the babydoll.
There's also notes which is for when I need something more than the numerical values of the misc variable. It really should be flags...
Experience is literally a binary representation of "bases": 1 is a kiss, 2 is groping, 4 is a BJ, and so on.
Demeanour is not used much yet, but it's a intended as a mood marker to show if character is pissed off, happy, etc. Case in point, if you tell Kari you want her to move out at the end of the month, she has time to try to persuade you to change your mind. But, with demeanour implemented, maybe she doesn't make your coffee the next few mornings.
Then there are the player variables, Lust being the most significant, I guess.
Okay, I feel I've given away enough of my secrets for the moment!