Hello iksanabot, Leo and all other who contributed to LWT2,
thank you very much for this great game!
I believe you did a lot of things right here: The setting is fun, the gameplay works (for me) and there is definite sexual tension in the air. Of course, the game feels rather short, due to the absence of the usual threadmill statbuilding. There is a reason statbuilders are so popular, even though everyone claims to dislike the mechanic. Still, I found your different approach worked well, the long-term motivation comes more from trying different paths each playthrough, and there are certainly many things to explore. For this reason I think you should be very carefull about adding more timeslots to the days, these would just make more options available in a single playthrough and remove the point of trying out different paths. Of course if you can add enough additinal content to justify more time, go for it

I admit I am not such a big fan of the single general attraction score. Why would Tracy think better of me because I flirted with Lisa and Gabrielle? I understand it makes the already probably complex game easier to manage, but you already use individual triggers for certain scenes. Why not just rely on this, or ideally have individual stats for each girl (maybe even only hidden stats)? Most glaring example may be the threesome scene at the end, which as many others have noted feels tagged on (even though we were all hoping for this scene, we expected that we had to earn it). If it would be triggered by an earlier sex scene with each of the girls and one with sexual tension between them, I think it would have felt more naturally than just comparing overal scores with Richard. Of course, individual scores for the girls would make this even clearer.
I agree with many others that some repeatable scenes would have helped the game feel longer and more involved (they could only be accessible with sufficient score). And maybe one could have done more with the dinner and bed times. Even one or two small scenes away from the dinner table/your bed at those times would make people experiment more here, and help flesh out the game - in my opinion

. Of course, all even more content...
Anyway, I am rambling already. All in all, despite some shortcomings I think you delivered a wonderful game and I especially applaud you for taking on a different gameplay approach and even make it work - regardless of all the teething problems the game still has. I am sure you will get them under control in future expansions or games.
PS: Have you ever played the AIF game "Weekend" by Pierre? LWT2 almost seems inspired by it; the setting is very similar, you also had to pursue certain paths over others in a limited time; it shares the voyeurism mechanic; even the name of the antagonist is the same. And that was also a very fun game, even though it felt somewhat unfinished (Weekend more so than LWT2 though).