Feel free to ignore this advice, but to me it kind of seems like you're not approaching making a VN in a smart way. If you've read a decent number of VN's you pick up on the way that they are often built off of 1 or 2 motifs that are approached in a variety of ways for different characters and aspects of the game.
fx. Kinkoi's motif is gold and that maps onto the heroines' hair, but also the idea of "golden days", golden objects, etc. This tends to help foster continuity and satisfaction over the course of the VN, and I think spending some time to find an interesting motif and ideas for working with it will probably manifest much better results than a kind of exquisite corpse process. It would also probably provide a more robust foundation for others to build from.
When I imagine a pipeline for VN creation it would probably go something like motif(s) -> setting -> characters -> plot -> everything else. I've never looked into making a VN so I could be mistaken, but this is the impression I have.
fx. Kinkoi's motif is gold and that maps onto the heroines' hair, but also the idea of "golden days", golden objects, etc. This tends to help foster continuity and satisfaction over the course of the VN, and I think spending some time to find an interesting motif and ideas for working with it will probably manifest much better results than a kind of exquisite corpse process. It would also probably provide a more robust foundation for others to build from.
When I imagine a pipeline for VN creation it would probably go something like motif(s) -> setting -> characters -> plot -> everything else. I've never looked into making a VN so I could be mistaken, but this is the impression I have.