Why is the game rubbish for you?
Usually i don't post, i don't know why, maybe i don't want to cause some trouble/flame/misunderstanding/something other, but i follow your game since the first release here. The game have some good assets, but, from my perspective, you made some mistakes during the development.
1 - The "total" reboot. You had restarted your project, this is not a bad thing sometimes, as a dev happend to me too in some situations, but you did it without a straight vision of what you want to do. Example: Keep advancing the versioning from the point where you stopped the previous game it's not a good thing, and can lead ppls to think wrong about the state of your work (imho) with the result of some recriminations from some ppls. I wanted to do more examples (like horizontal/vertical progression/story) but in this case i would risk to become very very very verbose.
2 - Actual content. Ok reboot done, you had TONS of assets ready but...just a small part of it are in place. If your assets are ready, the coding have to be relatively fast. I have played the latest official and, except for some scenes, i have found the same identical renders of the previous project. Let me explain better: if in your previous project had...mmhh...5 stories "completed"?.. you can't set the reboot and launch it with only 1 story and only in half or 3/4 of what users had previously of the same story, the complain start immediatly from who had played your game, can be perceived as a downgrade. A piece of this story here, a piece of this, and a little bit of the other, in my opinion, don't sound like the "right recipe", remember you have near 4gb of assets (if i remember well), renders/texts/etcetc, ready from the other project.
3 - Environment. You want to create a "great" world inside the island, but if you want to do this you have to add some shortcut through the environment. For example: starting from MC room, in the first house ofc not in the manor....the manor was a real pain, you have to pass through 6 rooms manually and when you have to do this every time for all the game can be very boring (at least until you gain the manor...from here it's not boring, as i said up here, is a real pain). Just set an upper/side bar with the locations, in this way ppls can cut a little bit the "click grinding". Every "great world" need shortcuts inside the buildings (if they have a good amount of places) and outside for the "open navigation" (happy to see a map for the places of the island...shortcuts!). You can just limit the implementation of the various places based on the story progression (ex: you don't have implemented the manor yet, so just don't put it in game) and adding them progressively, in this way the player perceive less the feeling of emptyness...a huge island with a tons of empty and "out of order" places.
4 - Mechanics. So you have to grind some "situations", like in tons of other games, but (!) you have the "surprise events" where you slam the player down to the ground....man...rly you can't let the player randomly lose some stats or a good amount of money just for this...and this happen every day in your game. To pass through this thing i had to modify a save and, to be safe, add the maximum amount of money. If you want your game be "grind based" you have to avoid the situations where your audience can feel frustration..."yeah i have enough money to buy the item X so i can progress in the story...oh wait...i have lost 1000$ in a random event...now i have to start again...". The balance is not an evolution but is the base for a smooth/not frustrating experience. If you want the surprise event you have to think about the player incomes with a work related to time invested in this work and than set a level for the loss situation. Ex: you can work near 3-4 times in day-part cycle, afternoon -> evening for example, earning 120$ everytime, we suppose to earn 480$/day, so the next day if you lose 1000$ in the random event you have to work 3 consecutive days to go back in positive and, if in this 2 day your luck throw you another 1000$ loss you have to work 3 more days extending the time, for example, to complete an event....it's a little bit unbalanced at the moment (starting from 0, following this you need ~ 9 days to earn 1360$). You risk to force ppls just to do multiple work in every day-part and leave the story until they have enough money to not suffer from your random surprise event...boring....or just cheat in some way
.
5 - Story progression. I can imagine the pain in write the story for EVERY woman in this game....if i am not wrong until the reboot there are near 14 women. But....why you have to feel more pain, and transmit to us
, trying to find the best way to extend the time the player need to score the objective with a girl? You are allready stretching it with the stat system (8 stats + money). Really, sometimes you need an in-game week only to have the chance to speak with one of the girls and another week the inform her that you have the object and another week to set a "chit-chat". So now the player have 2 choices: 1 - live the in-game routine of mass clicking through the various room (remember the point 2-3), empty out of order buildings, and stalled chunk of stories, and use the risk of losing stat/money for some strange reason (remember point 4) with the secondary effect/risk to delay the progression 2 - start skipping every day-time, playn a wake up-to-sleep game until the needed day-time event will come. "Too much container and too little content" in a much larger container, i hope only for the moment (point 2 again).
6 - Languge. I am not an hater of Spanish, but, user side, if the selected game language is Eng you can't leave a lot of word in your language. It's only a matter of consistency and completeness, don't know..something like "hey!an english translation cool!...start....oh si qué rico papi!!!!..WTF!!
".
Now, don't get me wrong, i don't want to start a "blame and shame" nor say your game is "rubbish", it's only my POV and nothing else, i just quoted your message as a starter. I hope you take this like a friendly post about what i have perceived/seen after playn through your 2 projects (old and new). Sorry for my very bad english.