The click and hold mechanic. First of all, I didn't think it added much. It honestly reminded me of a quick time event more than anything else, and that isn't a complimentary comparison. Second, it was introduced at the worst possible time. Jess is naked, and the player wants to be focusing on that. At this point, the game mechanics should be second nature so that they don't distract from the rest of the scene. Instead, the player has to read through a few paragraphs about how he will have to click and hold for the next couple of pages, and it should work on tablets, but you can skip the whole thing if you want, so on and so forth. That isn't what I want to be thinking about right there. If the mechanic was introduced at the beginning of the game, it could work. By the time you reached the final scene, it would be second nature, so it wouldn't be distracting. However, introducing it where you did didn't work for me, and I don't really see the point of including it in the first place. It feels like pointless complexity to me. Honestly, I don't think that minigames add very much to these sorts of games. You don't have the time or tools to produce a truly interesting minigame, and anything that isn't interesting in its own right doesn't add very much.
Interactivity. I definitely liked the "multiple correct dialog options" technique -- I gleefully leapt on every self-deprecating option I saw, but someone else might prefer the other options. It didn't have a ton of effect, but I definitely enjoyed it. However, there definitely were a few places where I felt like I was missing a dialog option. In mmons14.htm (Joe and Sylvia), I really wanted the option to just laugh at Joe. Something like "*laughs* If you say so, Joe. If you say so." As I saw it, Mark was in way too good of a mood for Joe to actually piss him off, so Marc would basically ignore any comment directed at him. I'd like to have that sort of line available even if that ended the scene before Sylvia flashes you (since Joe might shut up before pissing Sylvia off enough). Of course, at that point, you can add "flashed by Sylvia" as an achievement. Also, in jthur8.htm or so (when you see Charles with the bomb), I would have liked the option to not immediately try to run after Charles. It felt slightly out of character to me (Marc seemed more sensible than that), and I don't like being forced into trying something stupid. Also, I think that options in sex scenes are more valuable than the overall length of the scene. My favorite scene in RfJ was the blowjob scene, largely because the player does have some options there. It makes the player feel like he is more involved in the scene. I guess interactivity and the "point and click" mechanic have the same intended goal, but for me, interactivity works and the point and click mechanic didn't. Honestly, I'd accept shorter scenes if I got some options along the way (so a similar number of images, but a tree/dag instead of a single path).
Gameplay. Overall, it was a bit too easy. I liked that you could play through and see everything without having to micro-optimize to get every possible point. That definitely made the first playthrough better. However, I wish that there was some reason to micro-optimize every possible point. From a gameplay perspective, my favorite part was trying to get every possible lewd point while still passing the check in jmon18.htm. Of course, that doesn't actually do anything (by the time you get there, you've already missed the lewd path), but it was fun to try, and it would be nice to be rewarded for something like that. Perhaps add a "difficulty selection" back in. "Normal" is the current game, and "Perfect" requires you to get every possible point in order to progress through the various checks (so your "roleplaying options" would be more constrained). Completing the game on Perfect gives you an achievement (and so is necessary to unlock the bonus scene), but you don't get any additional scenes in the game itself. Also, more achievements would be nice in general. More hidden stuff, perhaps some funny failure endings, etc. There shouldn't be much content in these options (many people will miss this sort of stuff, after all), but providing something to dig for would be nice. Searching through the game files trying to find all of the hidden shit is one of my favorite parts of these sorts of games, and I generally didn't have to here.
Marc. Overall, I liked how he was portrayed. Sure, he wasn't amazingly assertive. However, why would he be assertive? Over the course of the game, he gets everything that he ever wanted (romantically speaking, at least) handed to him on a silver platter. He feels a bit slow at times, sure (see the some of the lewd options in the sylvia/sarah scene and a bunch of lines like the "you assume she's kidding" line in jmonf77.htm). That isn't really an issue, though. That said, some of his sex skills seemed slightly out of character. He's a sort of quiet, unassuming court clerk who clearly isn't that experienced with women (remember all of those times where he misread cues?), and yet he is apparently a big dicked sex god (judging from jess's and cynthia's reactions, at least). To an extent, I guess he is good at sex for the same reason that Jess is hot. No one wants to see mediocre sex, after all. That said, some interactivity here would have helped. Maybe let the player choose whether or not they want to go for the rim job. Let the player decide how exotic they think Marc would be. It might mean shortening the scene overall, but I think it would have been worthwhile. On a different note, I'm not sure why people are asking for Marc to have more hobbies. I'm sure that Marc was doing something fun while Sarah and Jess were at the zoo. However, his other interests aren't relevant to the story, so why include them? I care about Jess, not Marc's love of skateboarding or knitting or whatever the hell else he is interested in.