Sorry for the late responses, I've been going through some issues lately. Thanks to
ShadowFireBFG for the large feedback
This is quite rare. Was this happening during socialization periods? During training periods it's expected of the NPCs to not to want to talk since they should be prioritizing training.
Drives are definitely not well balanced at the moment, and self-improvement specially needs more ways to be improved. A re-balance between the growth of love and pleasure drives from sex has been in my plans for quite a while, but I'm always ending up giving priority to make sure that there's enough new content for the adventure during the last few updates.
Well, what did you expect? She's quite clearly a banshee, you can't simply choose when you decide you see her /s
This is meant to represent that it is hard to make sure conversations always go the way you want them to - other participants also have their own goals and desires. If a conversation is absolutely going off the rails you wanted it to (someone creates a bad mood overall, your mood gets too submissive, etc.) and you find yourself unable to get it back on track, I advise to try again later. The "personality" bonuses have to be small at the moment, since they'll grow a lot as the game progresses and characters get higher stats. Do also keep in mind that other NPCs don't get to choose this bonus for themselves, so think of it as a little extra advantage.
This isn't correct. In the latest versions, you have plenty of choices: all protagonists become futa, only the PC becomes futa, all protagonists but the PC become futa, etc.
I hope you don't mind me quoting your review,
frankensteiner316
First of all, I'm glad that you're enjoying the game. Regarding the speed of development, I think it's best for me to be transparent to help you understand why the development of the game seems to be slow - it's legitimate to be interested about the work of developers, especially when there are examples of Patreon projects that get frozen in time for months. Some reasons are structural, and there are a couple of short term obstacles as well.
Compared to other genres such as visual novels, a game based around emergent gameplay is always going to deliver scripted content at a much slower pace. While a pure visual novel only has to deal with the script, the art, and perhaps some switchs and counters depending on the player's decision and take them to different routes or endings, emergent gameplay games require building systems of code that grow in complexity exponentially, so I've had to dedicate the vast majority of my time to coding. There are players who enjoy the replayability of these types of games enough to make a playthrough every few weeks, while others will feel that they've had enough with a few playthroughs, or even decide that they only want to make one, and so decide to wait until the game is finished. All of these preferences are legitimate, just like there are players who prefer completely text-based projects with no replayability that deliver more text in the same amount of time, and players who are fine with supporting a 3D comic that progresses extremely slowly because there's a lot of work put into the renders.
If you want to quantify my work, making a quick copy-paste of all the original source code tells me that I currently have 47866 lines of code (will be a little smaller in the version you'll find in GitHub or even your html file, since I'm working on version 0.3.4). Using Twine's functionality to turn all passages into a text file returns me 16891 lines, which includes titles of passages and lines of in-passage scripts that you won't read while you're playing.
Regarding the short term obstacles: I'm currently going through health difficulties that difficult my work. At two occasions, I've been unable to work for weeks at a time - in both cases I've explained the situation on Patreon and suspended subscription payments, even if the time during which I couldn't work didn't reach the four weeks. While I'm not comfortable discussing about it in public forums, I think proper explanations were owed to people who are financially supporting my work.
The other reason why development is currently going slow is because I'm in the process of recruiting someone who will work on creating animations for the game (hopefully) long term. This includes learning about legal, administrative and tax procedures (already done), getting a lawyer who will write a proper contract with all relevant clauses regarding remote work (currently on it, this requires a lawyer because regulations regarding remote work on my country are kind of a work in progress with the start of the lockdowns), the recruitment process itself, teaching the artist everything relevant to their work and whatever coding required to properly fit the animations in the sex/battle scenes. This doesn't completely stop my work on the game, but it delays it.
I hope you appreciate the transparency.