Honestly, after finishing what the game has to offer so far, I was left with a feeling of powerlessness as a player. I understand the focus on the NTR, but it seemed to me that the protagonist has virtually no influence on what happens, and that frustrated me more than I thought.
What got me thinking is this: if Elise and her friends can influence Vanilla so much that she completely changes her way of thinking... why can't the player influence her in the opposite direction? I'm not suggesting removing the NTR or changing the tone of the game, but at least in the introduction or early decisions, if played firmly or with common sense, it has real consequences for the story.
It would be great if there were an option where the protagonist (or we, as players) could give Vanilla more serious advice, set limits, or speak more clearly, so that she would at least hesitate or change her position on what Elise is proposing. Something like: "Hey, don't spend so much money on your friends," "Be careful with those kinds of ideas," "Not everything they tell you is good just because it sounds trendy."
It doesn't have to be a completely pure or happy path; it may even have its tense moments, but at least we know that if we play it a certain way, we won't always follow the same path. There should be a small fork where we don't fall completely, or at least a possibility of redemption later on.
Something that also puzzled me a bit is that the protagonist never seems bothered, not even when she sees clearly weird or uncomfortable things (like the suspicious photos with a guy on the beach touching her butt or thigh, even though we know what really happened from her POV. Also, the photos Elise sends us where the protagonist doesn't confront or say anything to Vanilla and accepts any vague or evasive explanation. The last photo where she seems to wake up without underwear, hugging the guy after what happened at the bar, did seem somewhat infuriating to me, as if her boyfriend wouldn't get really mad at her or something, or demand more explanations). The fact that she can't say anything or doesn't take it seriously made me feel like the game doesn't allow us to react in a human way.
I hope future versions explore that. I know creating new routes takes a lot of work, but even with key decisions in the introduction or an alternate version of events before she returns from vacation, I could already tell a different story.
And if the NTR option remains the primary one, great, but there should at least be a logical path that allows the player to prevent things from getting out of hand, confront Elise, or make Vanilla question what she's doing more seriously. That would give it a much greater emotional impact, greater immersion, and, ultimately, greater replayability.
Thanks anyway for everything you're creating; the effort and vision for these kinds of stories are evident. Just wanted to share this as a player who's been mulling over this topic, haha.