Okay, my native language is French, not English, so please accept my apology.
The clerk couldn't be found at home, and the shop was another naked human woman. It seems the time difference needs to be adjusted. I understand that the internal code settings have characters in each area acting like "doppelgangers."
Sometimes, when chatting with or having sex with certain NPCs, the camera is forced to move in front of them, and if you're in a certain position, the camera is blocked. This problem is very common in "Todd" games, such as The Elder Scrolls and Fallout.
PS: Also, I should mention that many of these games fall into a specific "mechanized pacing" problem, which ultimately severely affects the game's longevity. I've given this same advice to many designers. Some have abandoned their simple old works to start new ones, while others have transformed simple "interactive sex between two modules" into interactive novels with more complete worldviews.
For example:
1. Some games play with NPC activity times and player attributes, making the player's basic tasks repetitive: meeting an NPC for a date in the morning, another NPC for a date at noon, and another NPC for a date in the evening. It feels more like feeding the NPC than dating.
2. Some NPCs are very similar, and players simply choose characters with different skins to date, then move on to another after exploring one's storyline. It's like... using a tool and then discarding it, rather than dating.
3. While notes, trait attributes, and random hair color make the game feel "PalWorld"-like and can significantly increase playtime, they can also lead players to overspend for specific notes. If you really want to do this, consider balancing randomness with DIY. For example, hairstyles can be adjusted, but pupils and hair cannot be altered. Breasts, muscles, and height can be altered using drugs or other methods, but they shouldn't be too extreme.
4. Fetishes... (or perhaps special sexual fetishes?) are where games transcend reality and embody their dreams. These can satisfy certain niche communities, such as fake uterine implants, cum expansion, body size differences (female gigantism), and unbirth (fetal simulation). However, the key is how to integrate these into the game system and make them a factor in the game. Simply put, if a woman is several years pregnant and runs around with an unrealistically large belly, it might make the news. Or if a woman in the community appears with a giant belly the next day, people will definitely be interested. Several fetish games have simply added "breast and abdomen enlargement" features, which is obviously intrusive.
5. The game's superhero protagonist and the paradise mode where they don't need to work must be revised. I don't know how your community operates, but a basic prototype is already in place, with a farm, a university, a market, and seemingly even a company in the background. This way, you can expand the protagonist's network, make the environment more lively, and make the protagonist's approach to meeting a mistress more normal and relatable. You can also integrate plastic surgery, fetish experiments, implants, special medications, haircuts, and other methods into the community, rather than just using God's hand to change things out of thin air.
6. Similarly, many games feature furries, but they're just humans in disguise. Different species have different cultures. I know we definitely don't have the time to create a species concept as complex as something as old as Dungeon & Dragons or as new as "Avowed." However, we can still incorporate aspects of these creatures' morals and cultures, such as wolves' preservation of their fur, sharks' love of fitness, and dragons' possessiveness. We can also reflect different like level, such as foxes' love of the wild and their pursuit of slenderness, sharks' love of exclusive space and bathrooms, and their fetishization of fitness or big belly, and dragons' love of expanding themselves to become enormous, even at the expense of implants and stuffing.
Please keep up the good work, author... I have TOO MANY work to do too:

