The funny part is that towards the end of the current build, there are two huge time skips basically back-to-back. If he's OK doing that sort of thing, I don't see why he feels the need to spend so many days showing the same monotonous breakfast-training-dinner-game-sex loop.It's not so bad update-to-update once you're caught up, but that fact that it seems to repeat the same activities a million times is part of what I and others have complained about with the game. Slice-of-life can be great if done well, but that means providing enough variation in day-to-day happenings that they don't get boring. Practically nobody wants actual repetitive gameplay, no matter how much it's supposed to reflect just an average day in the life of the characters. Even IRL during the lockdowns of the past couple years, I haven't ever had that many days in a row with literally no change.
I'm still enjoying the game, mind you, but it can get a bit rough to go through a lot in a single sitting. Honestly, NeverLucky would probably be even more successful if he improved this type of thing. As is, he's just under US$1K / month, which isn't bad for having started in 2018 or so (with his previous game, Triangle). Still, I feel like if he improved dialogue and activities a bit more, he could easily be up to US$2.5K+ monthly. I find it a bit of a shame. But he models well (my personal favorite is Lydia), does so-so for the few animation efforts he's made, and comes up with interesting concepts for his games.
For real, even in slice of life, you have to focus on what's meaningfully different from one day to the next. Literally no one cares about what every breakfast is. Like, if one time they're trying out wombat tongue soup or something special, sure, go ahead and show it, but Jesus, man.