How old are you btw? It's meant to be an adult game and not too adult to be over 60. I'm not giving anymore hints within the game than it has already (0.4.4). You probably haven't played a lot of rpg maker games or any older games in general to say it's more of a grind nowadays and it clearly shows.
I have 1.2To of rpg maker games, been using rpg maker since like 2010.
Unlike what you say most old games aren't artificially grindy. Also you can be grindy, but you need a good pathing. And people have been criticizing grindy rpgm like games since the 90s on the internet. This is not at all a new criticism in the world of rpgm video games.
And you should back off your sense of superiority. I'm in my thirties, and if I don't want to spend my life grinding amateur goon games, I can voice my concerns. Btw, it's old people that have time on their hands, not young people.
it's literally mentioned in the Help option first-page why it's disabled (0.4.4).
"Some are intended (as it is encouraged to explore and experiment)"
And you dont see the problem here ?
How do you explore if you punish the player from moving around ? Player will choose not to explore, because it take too much time to move around.
And if you expected the entire game to happen day-one, then again, this isn't for you!
Since it take so long to do anything. Like at least 20minutes to slowly crawl around to interact with everything and read every bit of informations. Yeah, i expect something to happen...
You deliberately crashed the game because there are no save slots? What are you even trying to say?
Like i say.
I was forced to crash the game, because when day 2 came, the "dash option" (which was on during day one) crashed and the character move at and even slower path than during day 1. And you have very limited saves, so i didn't used them on day one, meaning i was forced to crash the game to restart it with the dash option on again.
Other than that, nothing else you mentioned could possibly help me improve. I have received a lot of detailed reports from actual players that I'm working on to critically improve the game.
Most of your posts are about justifying your choices regarding making the game tedious and grindy from what i've seen. Not sure explaining to potential customers that tedious and grindy mechanics are good will help.
Also i encountered a bug. When clicking on the chair in the kitchen day 1, i could "place a dildo on say chair - hide and wait", but nothing happened.
You should've dropped this game after 5min mark. It's on you to have played for hours and still couldn't figure out what's going over your head. This is a free demo, drop it after 5 mins if you don't like it.
Also. Not sure if being condescending to potential customer will help. Again, it go back to the devs/companies tropes and attitude about video games nowadays like i say in my previous post. I mean, your easy difficulty text lmao. Dont tell me you aren't kind of full of yourself to a certain level ("they dont want to play as i want so they are weak").
Maybe you find me harsh. But, i dont want you to fail or anything. I just explain, as someone who played countless of those games, that even me, find things to be over the top regarding the slow pathing and limitations you artificially push on the players. And yes, after years of going through multiples of grindy rpgm games, maybe my patience and benignity have dwindled for those kind of things. But again. Lot of people are saying you the same things here.
Overall you could let the players use the full dash in easy mod and have more saves. Most people consume those goon games as slop and wont stay for the story/gameplay if the "edging" is not possible because game is too slow/tedious.
Do whatever you want in the end, this is your game and your vision. And i dont want you to feel bad about your work because some rando like me, on a gooner forum, criticizes some aspect of your game. But know that forced grinding is not appreciated by lot of players.
Anyways, hope you gonna make it.