It's been a while since I last played this (Jan) so I started from scratch after forgetting everything. I think it's less grindy this version? Anyway, the gui needs reworking still to avoid some of the sandbox drudgery. For example, after playing through all of the content in our female alter ego, it would be great to do a quick flag check so that you can change the "dream" menu entry to something like "dream (no new content)". That spares us the chore of drilling in just to get a "future update" dead end.
The conversations with groups trees may start off some subplots and add some character development, but they quickly turn repetitive. If an item here is simply a one shot dialogue, it would be nice to simply prune it from the tree after it has been fired until some other event triggers a new dialogue with the character.
If a spending time with a character event doesn't do anything to progress the story, it should be pruned from the tree. For example, washing dishes with the mother reaches an impasse after a point and requires an event with her in another location. If we choose that option, we get nowhere AND lose the time period. This forces us to either rollback and do something else or wait another day.
The "talk to teacher" option after class is confusingly generic since it can branch off into multiple teachers depending on what day of the week this is. If we hit a development endpoint for one teacher and get a "future content", we may not realize that this choice will take us elsewhere on a different day. On that note, WE HAVE NO CLUE WHAT DAY IT IS. There's no date and time on either the main gui or the phone. We at least get a clue for gym day because of the background, and maybe we can figure out what teacher is up front if we squint hard, or maybe that's the same background? I sure never got a visual clue what day the non-gym day was. Maybe that helpful "...." that we get after choosing the "go to class" entry can change depending on what we had that day.