In general it is. But no game is perfect anyway. I'm still noticing a lot of empty time though. It's a little odd because at the point I'm at the only person I'm not romancing is Genny but I still have to wait days at a time for the next event in most cases with nothing to do.
I'm not sure if you restarted from the save file you sent me, but as I stated, the game isn't written for you to power through one character all the way through and then switch. It's designed for players to move between characters, more similarly to a slice of life type of situation. A friend of mine got through every character's (except Genny's and the girls at Velvet Desires) within 100 days. It comes down to how you play it. There are optimal and sub-optimal ways for any game.
If you started over and are still noticing large gaps, let me know. I'd be interested in knowing where those are at.
I haven't even touched my garden in I don't know how long because I've been at max resources for a long time. The garden is better but still becomes obsolete very quickly because the carry limit is so low. Not to mention you lose anything you harvest that's over that limit so it really is pointless to use it after that.
I'm still optimizing things like the garden, trading, and brewing. Trying to balance the game when I know how the mechanics work is not an easy job. More changes are coming in 0.7, and probably all the other updates, too.
I guess I could sleep with Goblin or Cali but the scenes are about non existent right now. I don't know if that changes but two short scene max gets repetitive quickly. On that topic, did you disable the breast physics in charastudio? I notice that there is no jiggle from what I've seen. It's also a little strange that at the point where I am it's either giving or receiving depending on the girl. Goblin is giving Cali is receiving.
As you've no doubt noticed, my animation skills are sub-par at best. The important thing for me, right now, is to get the game to 1.0 (have an ending) and then go back and give it the polish it deserves. There's also likely to be a lot more content added in. Like in 0.6, I added in a character that shows up near the beginning and then a few times later. Depth and content. Same thing is going to happen with the sandbox scenes. There's going to be a lot more of them.
I could stop producing the story that's burning my brain, crying to get put down on paper (Notepad.exe), and focus all my time on sandbox. I could decide to take eight months to complete the game, add all the sandbox content (at my current level of animation skills, shading skills, coding skills, etc.), and yell "Completed!" and move on to the next. I believe it will be better, in the end, this way, even if it costs me bad reviews and "gurlz dun look gud" comments.
Guess what I'm trying to say is I want to get to a point I can make good stuff for the sandbox. It's getting added slowly.
I just did the scene with Erranda"s mother where you can let her in or not and I have to say if there were more scenes like that with actual player agency then I would have a more enjoyable time overall. It felt like "I" was actually doing something and not just going along for the ride.
I would love to have time time, patience, skills, and tenacity required to map out every single thing the MC says, making the choice dynamic and changing something in a later scene. It'd be great. Maybe they've coded that... I don't know. I know, right now, every option creates a different path I have to insert into each scene later that it may affect.
If we gave the MC options, say one every scene, of directing everything that happens after that point, that's a minimum of 170 paths right now -- adding in 0.7 would take that well above 200 -- to keep mapped and optioned with if/else's every subsequent scene. I have to draw the line somewhere. My sanity doesn't know its limits, but I'm not ready to test those. I have to finish this first.