ok I can tolerate mini games in this sort of thing but this many had to have slowed down development
Slowed down? Not at all. I update my project every month, in almost 7 years, I've never missed a single month.
I've also set my priorities straight, I know I am making a hentai game, and that's what I've always focused on... If you go a few pages back, even here, you'll see people asking me to please add the missing battles, that's because in the past a good part of the battles weren't available and skippable for free. Only after I added the hentai scenes for Asia and Rias I've spent some time to add the battles, although just a couple are still missing.
WHY THE FUCK ARE THE SCORES YOU HAVE TO MEET TO EAR THESE POINT THINGS SO UNREASONABLY HIGH!!! it's irritating and I'm not here to get angry.
All of the scores are things I got on the first try, they're humanly reachable at the very least. However, they're not a requirement for anything.
This game currently features 16 episodes just to cover the first volumes, as the game progresses, there'll be many more. Each episode is 1 point. If we add the points for sucking the heroines' tits, the gameplay time, etc. You'll have enough points to unlock all the scenes that will be available in the future. You don't have to 100% the achievement screen to get all the scenes.
I still hate them but I get the temptation to put them in something like this I just don't think these fit the setting or add to the game enough to justify them
They 100% fit the story, they're not randomly added. The delivery minigame happens in the source material, and stops being available when it does in the source. You even get Asia to ride with you when you're showing her the whole flyer job that she does for a brief amount of time. Also syncs with in-game weather, etc.
The sandbag minigame happens during the training phase, initially I wanted to put the pushups with Rias sitting on him (as it happens in the source material) but since I was doing that scene for the story, I wanted to do something similar but different for the minigame... Punching a bag to train his strength was close enough.
All of the other minigames have the same level of thought put behind them, but of course they're still that, minigames. Simple for anyone to play, and gamey because they're games. In the source material the protagonist won't stop punching if the timer goes down (there's no timer) and he won't drive at an insane speed to deliver flyers. There's a gamey/challenging aspect to it which isn't "realistic" but that's done purposely because it's a game.