I am a big fan of game mode stories, and the setting seems interesting (although the introduction feels a bit forced and artificial to me; the character is accepting a very, very strange situation pretty fast).
Just a few remarks: In my opinion, the most important thing about a game mode is to make sure that the reader can actually make choices (or is forced down certain paths), which is why it is even more important than in other stories to develop several choices at once. I just did a trial run and simply ran into a dead end after two chapters, because my lust stats were not low or high enough. That's frustrating. You should work simultaneously on all options, not developing one path which only people with exactly the right stats can follow.
There is also always the risk involved that you get lost in too many branched off paths, so you need to make sure to loop back as often as possible otherwise you will have a gazillion of dead ends and that's frustrating both to you and the reader. This also means to choose your branches wisely and always have the broad picture in mind.
Moreover, it is probably a good idea to use especially the first chapters and scenes of a game mode story to develop stats and let players choose without blocking them immediatly. Which means that at first, you don't block certain paths but rather make stats increase or decrease according to certain decisions ("you decide to sneak past" = +2 agility, "you decide to talk" = + 2 charm). You keep the game open for a while and give players a feeling of choices and consequences. Then later, at really important points, you make those choices count, and they will not be able to sneak past the "boss monster" of that chapter if they haven't worked on that stat properly. Nothing here is set in stone, of course. There might be good reasons to block a path early on depending on stats, but it will probably frustrate the reader, and he will feel rather railroaded instead of actually choosing his own path.
You can check out my two stories for ideas how to develop stats and choices.
In
Happy Maid, I mainly use two stats to develop the character: The "arousal" stat will sometimes block paths to avoid sexual interaction, and the "antagonizing Dave" determines how your husband reacts to you. I also make use of items to be found an purchased. You can create quite a lot of variables and different paths with just two or three main stats already. I fear that your story might have too many stats already and you might get lost in those.
In
The invitation, the main use of stats is about the question if the character develops into a submissive or a dominant person. There is also a hidden storyline running on how his relationship with his wife develops. Different choices during the story will lead to an ending united with her or seperated from her. This story might be interesting for you because I established a concept of handling different rooms and places. At several points you can chose which places to visit, including a loop back. The big advantage is that readers can experience a lot of the story while still getting the feeling that they do have choices. It's also very easy to add small branches without branching off at all.