Rutonat
l1lym
Maybe looking further than just implementing mini-games with some lewd elements could do the trick?
Depending on which aspects are being demanded (attention to detail, awareness of rules/depth, eye focus/distraction, involvement etc.) by "playing" the mini-game, the player satisfaction can go both ways.
I had good results, when these mini-games were tied to the setting/plot/etc...the "state of feeling" of what you wanted them to be in while playing; not as the player, but as the MC.
For example, some mini-games mostly revolve around the player pressing the right button, while not being distracted by looking at something jiggling on the screen.
The goal is to make the player "feel" or "dread" not being able to hit the correct result/numbers/stats.
Sometimes, a timed cue, i guess, triggers a "stun" state, not allowing the player to interact with the ongoing mini-game anymore for a short period of time.
In my case, i would try to evolve that type of interaction.
The used mini-game doesn't really matter at that moment, as the entertainment isn't derived from playing the mini-game anymore, but by mixing and weaving other aspects of interconnection that have nothing to do with the mini-game itself, but with the World/MC/etc.
Playing around with likes and dislikes (personal player) or wants/don't wants (MC roleplaying) by denying or pushing them off/onto the player or MC.
May they be forced or as options, they lose "weight" when it's just a
click, but gain weight when consequences are known (f-ex. Strip end) to affect the mindset of the player.
Well, anyway, just some thoughts after reading your posts/comments.
I like your game and vision, keep it up.
Never easy when interesting ideas keep on a day-to-day basis, while you are stuck by being simply busy implementing only one of those ideas each time.