I literally made an account to vote in the poll (diner date)
. I find this game very well made and polished (at least the parts that are completed) and I was thoroughly impressed with how tasteful and mature it is. I'm not sure how much praise I should give, because I want to sound level-headed, but I really loved it. It just shows that an erotic game doesn't need to be completely explicit to be any good, and intellectually it is far superior to most out there. Well done!
I wish I could help you, honestly, but at the same time, I want to play the game, not test it or create it
I guess I can just take a few minutes and write some honest recommendations. You can do the following:
Make the interactive points on the pages a touch bigger. I get what you're trying to do, but just make it a little bit easier for players to detect the text. At times I was quite literally moving the mouse around and breaking the story's flow just to make sure I'm not missing something.
In my opinion your strongest suite is your writing. This isn't really a recommendation, I'm just saying that I think this is what the players really like in the game, so you should center everything around it.
Tone down the hardest difficulty a little bit. The difficulty settings you've got are a classic formula in ero games, but I've never really liked them. This is why: I want to be unrestricted in what I'll get if I play. So I always choose the hardest difficulty. I like that the stats are hidden while I play on it, makes the whole thing feel organic, but it also makes the game extremely punishing. I had to replay some scenes over and over, and basically I was forced to either switch to an easier difficulty and miss on some stuff just so I could get a feel for the characters (never did that), or to fail over and over until I blindly found the right way (tried that, not cool). Which is a problem. Replayability is fine, but too much of it and the excitement starts dying down and being replaced with grinding. I'm not saying to completely water it down. The saving system is there after all, but it can only help so much. Just make it that the progression on the hardest difficulty isn't completely dependent on whether or not you did one wrong move. Sometimes I even felt I got punished just because I didn't do the absolutely right move. If realism is your goal, as things are, the hardest difficulty isn't achieving it.
This isn't real life, so it's kind of a little bit more difficult to convey some of the subtler hints about a character. Some emphasizing on things would do well for the game - don't make it easier to find out stuff, but emphasize when the player HAS found out something significant so they can mentally take note.
Again, I wish I could help you more. Obviously I have no idea how to make a game, so everything I say is from the outside perspective. But at the same time I write articles professionally and I've had to work with schedules and limited time, so I understand how to prioritize. Maybe my opinion has some merit. Or not. At any rate, PM me or write here if you feel my opinion could be useful. I'd love to help. Good luck!