Two random lines of text you see on screen, with just two characters, equals to this in the scripts:
Python:
show pov mneu bdoubt
show myrtle bsad msad hfneu1
myrtle "Will you do that?!"
show pov hfneu1 bsad mside hbneu1 at m_cright with moveinright:
xalign 0.4
show myrtle eclosed mwonder hfneu1 bsad xthand
show pov hfstill1
pov "Sure. I'll be careful."
Misspell just one of those tiny little commands and you've got yourself a bug you won't notice until you play that scene - and only if you are fully focused, like most players will be while playing the game. That's two randomly chosen lines of dialogue of the thousands on each update (Myrtle's update, from which I've extracted that piece of code, contains roughly 3,000 dialogue lines). Now add logic bugs like characters showing at a certain time on a specific location that should change depending on what scenes have been already triggered, so you have to take into account every possible 'path' to properly code those encounters. Those situations just increase exponentially with every new update and quest, and they all should be tested and fixed when needed. Sure, WaL is not the most complex Ren'Py game ever but it's not barebone Ren'Py either.
Now, we are focusing on bugs. What about if we compare the number of 'edit' tasks instead and how they evolve during this polishing period? That is the real deal in terms of time investment since it involves redoing art (which is the most time-consuming task during the 'regular' development cycle). When the art was finally done (May 24th) edit tasks were at 327/344 and bugs were at 119/171.
View attachment 1909488
Today, edit tasks are at 436/447 and bugs are at 246/269.
View attachment 1909489
So there has been actually more editing work than debugging.
I guess they could have released an 'alpha' update full of bugs and mismatching expressions shortly after completing the planned art tasks. Somehow, I guess those who complain about the excessive time between updates would have complained about the game being buggy or having less quality than before despite 'mWhAHahAha dEvS aRe gEtTiNg RiCh AnD sTeaLInG yOuR fUcKinG mOney yOu BuNcH oF PrIcKs'. Maybe some people would have appreciated that faster update, though, but it just wouldn't be the game so many people fell in love with.
The game is 100% free. Yet, devs have managed to make a living of it - because many people actually like enough the results of their work. Some people claim that being able to make a living from a lewd game leads devs to become lazy and 'milk' their supporters slowing down their work rate as subscriptions don't encourage devs to 'work harder'. However, their supporters on Patreon grow hugely every time they release an update, so according to rational logic, devs should be the most interested in releasing quicker updates as this would mean a bigger monthly income -plus, in Magicnuts' case, had they actually released the new update when they expected to do it, they wouldn't need to refund those who signed up in June hoping they were going to get a new update. So no, slowing down releases is not exactly beneficial as they could get even more profits by updating the game more often (unless, of course, we assume devs have found an optimal income level and they just don't feel the need to push it for more).
That said, I can honestly understand that criticism -the Patreon's model does have its shortcomings- but I won't ever share it: even if whiners are right and these devs are just slacking off and adding random numbers to their charts to make it seem they are working hard when they aren't, or if they are just dumb people who don't know how to debug a simple Ren'Py game, why is it 'bad' to release an update in 6, 7 or 9 months instead of 5? Why shouldn't they be able to work under lesser pressure thanks to people who enjoy what they are actually doing? Why couldn't they try to extend for some more time this nice situation? Don't we dream all of something like that? Is it just plain jealousy, then? Why do some people feel it's like a sin for the devs to take some days off (which these devs aren't taking, btw) and enjoy their leisure time outside of developing the game, when they can afford it? Just because you wanted the game to be out faster -so you can already start pressuring them for the next installment? If you don't like their 'work ethics' you are free to not support them. You are free to explain your reasons -your personal assumptions and beliefs. But laughing at those who either trust the devs or simply don't care and just want to show them some appreciation by throwing them a few bucks is just mean -why do some people feel the urge to tell other adult people how they should not spend their money?- and accusing any dev of ill-intentioned wrongdoings is something you just can't do unless you are living in their home and you can prove with proper facts that they are lying when they say they are actually working on their project.