Yeah, I'd definitely make it smaller somehow - either by having the show only last 2 in-game weeks, having fewer love interests, or however. I started working on TITTS at the end of 2021, and I'll most likely finish it in 2027... Minimum wage in my country is around $1000 per month, so it would be alright if I were making around that much on Patreon, but it's not even close to half of that, so I have to rely on income from Steam, and that can fluctuate wildly from month to month. It's okay for games like
Being a DIK and similar to be huge and take years to develop because they're making crazy money, but I think it makes much more sense to focus on smaller games as a less popular developer and hope that one of them gets popular and gains a big following.
If I were finished with TITTS already and could start something new, I'd try to create a smaller project, with like 3 or 4 love interests and around 5 episodes overall, so it wouldn't take more than 2 years to be completed.
If you're asking about changes I'd make in TITTS specifically, I'd definitely change the plot somewhat. A big issue with the game is that the beginning kind of sucks - both when it comes to renders, animations, and writing. That's another problem with huge games - by the time you're done, the earlier parts of the game don't meet the current standards anymore, and new players are turned off. Most of the newer reviews for TITTS are from people playing the first episode (made 4 years ago), saying it sucks, and quitting the game. I'm not saying they're wrong, but it's also hard for me to be that attached to things I made 4 years ago - I know the renders in the first episode aren't great, and the renders from new episodes are better, but the new players never get to them because they're turned off by what I made years ago.
Another funny thing about that is the fact that when the first episode of the game was released, the reviews on f95zone were great (the game's average score was like 4.8), with people praising the renders and writing. And nowadays, new players play the same first episode and shit on the game in reviews, because the standards are much higher than what they used to be. With shorter games, these issues could've been avoided.
Even when it comes to writing, I'm sure I could write a better game now, but I can't exactly change things completely in the middle of the development, so I have to stick with whatever has been established in the plot years ago, even if I dislike it now. I guess that's another problem with games that take years to make - the developer stops liking their own ideas from years ago. When I finish work on a new episode and play through it to test everything, I still enjoy it and think it has some cool, funny, and heartwarming moments, but to be completely honest, I'm not super passionate about it anymore; work feels more like something I have to do and less something I wanna do, if you know what I mean. Which I realise sounds stupid because it
is work after all, but people in the creative field probably understand that it's both easier to work on something you like, and the work ends up being higher quality too.
Anyway, thanks for the question; it actually feels nice to talk about it freely. Hopefully, my ramblings won't turn anyone off too much