I don't remember if I actually posted it or not, but after going through the original (pre-rework) version, I had one feedback.
But seeing it was being reworked I didn't (iirc) post it.
It was about how the NTR switch was described to be implemented vs how it actually was implemented.
The description was the same/similar as the current reworked version: i.e. even with the NTR on it was avoidable & dependent on player choices.
However it wasn't implemented as such, with the girlfriend fantasizing about others in the unavoidable (default) route if the switch was on.
As such I was going to recommend changing the description at the game's beginning to state that ntr was unavoidable unless it was switched off at the starting choice.
Seeing the reworked game, it seems the devs went in the opposite direction & actually fixed the implementation to match the description: i.e. now ntr content is only seen based on player choices.
This was the harder option, requiring a full overhaul of the game, but the better one imo.
So the rework improved one aspect of the game atleast.
Good job dev on fixing that particular inconsistency.
(Personally I prefer this, getting or avoiding ntr based on how you shape the game is much more immersive than having a switch at the beginning change the characters behaviour)
Note: This isn't about ntr, but about implementation of a mechanic the was it is described at the start. So no drama pls.