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It is quite often said that you can't buy love, but with recent technological advances who is to say it can't be used as a currency? Through character affection the player will be able to unlock a number of perks as they work their way towards maxing out their favourite cast member. 

Perhaps as food for thought you could also consider take a more balanced approach? The choice is yours.

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Dinnerdin

Kinda cute how you think leaving certain characters out won't make us go "HMMMMMMM"

Michael

My question for a system like this: is the affection gathering minigame fun to play, or is it more of a grind to be endured for the sake of seeing how the storyline and character development branches? I hope it won't be a repeat of Liberation Day RE[turn]'s approach of fast clicking through the same common scenes again and again to get to a new story branch.

Lunais

RE[turn]'s approach is how standard visual novels work...