It needs to be built up tutorial style, while actually being designed around the mechanics. Sometimes people just add mechanics during game development which leads to an inferior experience, especially when earlier parts of the game should have the updated mechanics.
Mind Control.
Use it slowly, build up a business based on providing consulting services (so free money for no actual work, plus perfect excuse to meet new rich targets), build a discrete harem of hot chicks. Nobody would catch on. I don't want to show off my wealth or power so it's not like...
It depends fully on the game. I have a general persona I use for games (not myself), then sometimes I will act more like myself if the game is flexible and it feels right.
Luck is the same thing as determinism, but when things are too complex for you to understand. So believing in luck (real luck, not calling yourself lucky or believing in the gamblers fallacy etc.) is the same as being a humble scientist.
Breeding is one of the best way to make games more "gamey" in terms of stats, reward for effort and number go up. It should be a strong consideration for any sandbox game (that isn't a fake story driven sandbox)
All porn game engines suck in some way.
RPGM is for JRPGs, and most porn JRPGs are bad JRPGs. You can fix this with enough Javascript, but then why not just put it in a browser?
Renpy is a security nightmare and slows down if things get too complex (Python is reliant on offloading complex...
I personally like games that are kinda like idle games in that you start with repetitive mechanics that you then automate over time then move onto another, with long term accumulation. However I also know that most people want more narrative based games.
I signed up for some to see what they were like (not for nudes) but because I have autism I couldn't actually hold a real conversation without getting bored and instead just tried to make them say stupid things, and they weren't funny enough for me to keep using.
If your game has a bunch of choices that interact complexly with each other (as opposed to having a limited number of story branches), the amount of work you need to do to handle it goes up exponentially and you will often just give up on most of the things you put in at the start.
Most of the time (in porn games) developers are putting in music to show off they figured out how to put music in a game, rather than doing something that adds to the experience.