After boss fight, going to sleep early is bugged and will result to re-start the "check the book" which will crash the game when leaving the bathroom.
Getting the 400$ for laptop quest is not triggering even after obtaining 400$ through chores - from that point on, game will not proceed (dunno on whether its the last quest)
		
		
	 
Yes, it's bugged. The only way to proceed is to use the $1000 cheat in your room and finish the objective.
I found this game two days ago and finished it just now.
It's obvious 
a lot of effort has gone into it, but boy, does it try your patience!
I'm not going to post a review yet, because a low rating would be harsh considering how much love has gone into making it, but a high rating would be misleading as well.
The setting and premise of the story are interesting and allow for a multitude of story options further down the road. There is, however, a lot of room for improvement about how the story unfolds. But it's not my story, so I won't be backseat writing here.
As for gameplay, it's built with RPG Maker, an engine that hasn't seen any considerable development in a quarter of a century. This one is not the dev's fault. But the dev could alter some gameplay mechanics and the game would flow far more smoothly:
- The game is on rails and so far there are no sandbox features. Other than the fight, there's no reason to use RPGM instead of Renpy.
- If RPGM is a must, make it more streamlined. There is no reason to run back and fourth and advance time to trigger a quest. It's tedious and only degrade the overall experience. This mechanic works when you are juggling multiple objective and/or paths simultaneously. If you have one objective at a time, just automatically skip to that time.
- Make navigation easier. Identical hallways can be confusing, try to differentiate them a little bit. For the rooms, it would help to have a sign/icon above or beside the door of each room to identify the room.
- Is there a way to see the stats, like intelligence or money? I could not find it.
- Minigames: they are difficult and disruptive. The quizzes are fairly easy if you read the books in the library. I understand if people don't like that though. As for the drink preparation, on a 27" 1440p screen, I have difficulty reading the ingredients, the options given can be confusing, and the time limit is just trolling you. Either prolong the time limit, or better yet, remove it altogether. Minigames generally should be for bonus content, not main story events. For me, the minigame cheat for the drink did not work, or maybe I don't know how it works.
- The fight: it's 
very frustrating even though a lot of work has gone into it. The first fight in almost every single game ever made is so easy that you'd have to try your best to lose (poor slimes). Not this one. I think I spent less time and energy as a kid beating Dark Magus Sisters in FFX than on this one. This is a tutorial fight, make it fun, not an exercise in frustration. Save the challenge for the final battle, or optional battles that unlock side quests/scenes. The two minigames are difficult, especially the first one. You could still have those minigames, but be more forgiving, like for the first one, make the bar larger, and getting 2/3 right, or 3/5 right would count as a success. For the arrow keys, prolong the time limit. 
Every third attack from the enemy is a special grabbing attack, and the defense options are successful like 20-25% of the time. This is a boss battle, not a first fight.
- Training a few times to get a quest, again, is just artificially prolonging the process. This works for a sandbox format, even then it's mostly badly applied in most games, but still, there's some logic behind it. Here, I just have to go to the room, change, go to the gym, train by button mashing, go back to the bedroom, change, sleep twice, skip time, change, go to gym, train by button mashing, go back to bedroom, change, sleep... How does this add any joy to the game?
- Spellchecking is needed and abbreviations should be avoided. This one is not a big deal though.
Despite all of the aforementioned points, the game is almost entirely on rails, with very few, if any, actual choices that alter anything in the game other than maybe skipping the scenes.
Again, I genuinely appreciate the incredible amount of effort gone into making this (customizing RPGM menus, custom rendered maps, custom sprites, special mechanics and minigames, etc). The dev has done the hard things right, but the easier stuff leaves a little to be desired. It's a bit like that with the story as well. The hard things are done right, the details could be better.