Ifrit wrote : looking through the responses and critique in this thread, it strikes me that whilst many members of the lagoon are happy playing a game as a strong-willed guy trying to get some shy young woman to come out of her shell and sleep with him, they're not comfortable having the roles reversed and being led on by a stronger female... just a thought
I think that's oversimplifying a complex psychological trait. Speaking only for myself of course, but it's not about strong-will or weak-will, but free will.
For example, I enjoyed the scene in Moist where the player gets dildo-raped by a dominatrix, but it was enjoyable because the sequence happened as retribution for the player's actions. So essentially the player brought that fate upon himself, which is the fundamental pull for me as a player, as far as decision-making games go.
Where these 'get the girl' games are concerned, yes - the most popular mechanic is that the girl isn't interested in you at first (whether she's shy, arrogant, abrasive, etc. isn't as important as the fact that she's disinterested) and through your actions in the game, she slowly but steadily becomes interested - therein lies the challenge. If the girl is already interested, you'd think all the challenge would already be gone by the time you started.
Of course, Tlaero/phreaky have proved otherwise, adding considerable challenge to a game where the girl is already interested (if only mildly) when the game begins. But going this route will inevitably throw up a couple of problems for some players, most of which have been mentioned. Whether these problems are worth addressing or not is completely up to Tlaero and phreaky, since ultimately, they are the game creators.