Yes, so essentially what I'm saying, is you could solve a lot of peoples issues with this game currently by reducing the "realisticness" of the 'daily grind'. Redcue the amount of time the player has to spend in classes (the boing stuff), and increase their ability to do other tasks. We should be able to do 2-3 things a day, right now it sits at 1 to 2.
Increasing it by 1 will have a HUGE impact on the play times, but it will also make the player feel like their doing something. We play video games to relax and escape, not end up back in the office.
Making the teach class option a single click could be a way to circumvent that, but will that mean we end teaching earlier, or it skips more time? Because if it just jams both classes into 1, that doesnt solve the time issue at all.
I think the solution may be to add more segments to the day, or reduce the amount of time certain tasks take. I'm not a programmer at all so I have not a clue how the numbers work on your end, but you just need to find a way to allow the player to do more in a day. Here is an example, based off the games current framwork.
>Morning- Go teach class, teach fist class.
>Midday- Teach class or skip it, lose pay and go train/store...
>BOOM SUDDENLY ITS EVENING- Now you have only 1-2 actions. You can tutor, in which you screw yourself out of your second action (so you are now extra grinding spending 2/3 of your day teaching class). OR you go make a serum and go to the store, or make a serum and then tutor...
This is a BIG reason why the game feels grindy, because we spend at least half our time (except every 3rd day), grinding away clicking attend class attend class attend class attend class.....
This is an example of how it COULD structure out to give the player more FUN things to do.
>Morning-Go teach class, Teach class. (of course you can always skip class and lose pay...)
>Noon- Give the players a small period here (like a lunch break) to go train Frankie, or Yuki, OR make a store trip.
>Afternoon-Teach Class
>Evening- Tutor, or make serum, or store trip, or visit dean, or office work.
>Night- Tutor, or make serum, or office work, the store and deans office are closed....
edit: I know I left out the strip club and all that, but assume that can tie into wherever office/store fits.
I must say I really appreciate that you have an actually have a constructed analysis of the issue and suggestion to address it.
Because as I said I never looked at it from that angle.
Mainly I saw the situation from the player input point of view.
So one the thing I did was streamlining the teaching process by adding menu options to go to class and sleep thus reducing the number of clicks as well as mouse moves to get through the day.
Your approach is from the the player game action.
And while I do think you suggestion might work, I still think it is a bit too ballsy to add yet a time division to solve the problem of grindiness.
Personally looking at it with the player game action in mind, I think pruning is in order.
Let me tell you how I see it.
First, 3 parts of day : morning/day, evening, night.
Less granularity of time but as the game is still an erotic game I think the focus on the second half of the day is reasonable.
The event in the game are quite covert so while there is some event during the day they are not a majority. So only having one part of the day during the day should work.
Teaching will be less one or two parts.
Teaching in the morning will be considered a full day of work.
Doing something else at the university (like gym activities) will make the MC gives assignments to his students. Once in the evening it allow the action to do paperwork (correcting assignments).
If the paperwork is done then it counts as a full day of work.
If not then it counts as slaking.
That causes Kara (not blued) to dock the pay (-1 to current base income, so doing it twice nullify it for sure)
Or that cause a more lenient (blued) Kara to send a SMS on the second offence saying something along the line of "Hey don't fool yourself thinking I don't see what you are doing. I don't care to be honest, but try not to overdo it.". Yet it would count as a full day of work, and correcting the assignments wouldn't do anything.
The sexshop wouldn't take any time (except for promotion events) and could be visited either in the morning or evening.
The promotional event would be during the evening only (when the girls are more available).
Having only one part for the daytime also simplify the game logic for the daytime events, some had only in the morning triggers other on midday. And that vagueness in the time help some of the events dialogues too (thinking about the SMS events mostly).
Also with that simplified schedule I think we could also start to think about adding week-end. Period of time without any loss of base income allowing for some liberty of action during the day. And maybe Jan will think about some weed-end event, not necessarily sexual even.
So yeah here is what comes to my mind using you approach.
On top of that I also plan to rework the lab and the serum making, adding a little bit of RPG element by giving the lab a production level that can be increased a few time. And coming with that change a balancing of the serum needs for the different injects, using more doses for the inject with more severe effects. It could also serve for future plan.
The sexshop menu and inventory will also probably be reworked as well at some other point.
But I don't plan those at the same time as the time divisions, it would muddle the feedback.