I understand the point of view, and I really appreciate the compliment on the girls as well as your feedback. The way I've approached this game is to focus on how choices and their consequences will unfold. This approach also provides replayability, which will allow you to go back and replay different outcomes based on various combinations of choices. But I also gave you the option to totally avoid everyone and pursue only one girl or none of them and the overall story will still unfold seamlessly.
Sure, there are things that might be considered unrealistic. But if I wrote everything with strict realism, it would be a snoozefest, and we probably wouldn’t even make it past the Prologue. So, some artistic liberties had to be taken along the way.
I go through the same dilemma when playing AVNs myself. Take BaDIK, for example—I find it very hard to reject Jill because I want Josy, but it has to be done. The solution is to make separate saves for dedicated playthroughs with each one of them solo.
One thing I prioritize in this game is telling the story through "unavoidable" content while giving you, as the player, the freedom to decide what actions to take based on what you know. These decisions not only shape your character's personality but also the characters around him.
I'm sure people are probably tired of me always mentioning these games, but
Detroit Become Human and
Until Dawn have been huge inspirations for me when it comes to narrative and choice-driven games. That’s the approach I intend to take with
Yesterday’s Crossroads.
I know it can be frustrating at times, but believe me—it's well it in the long run.