N_taii
I had a thought while writing my review. Games in this format (cycling through times and days) really need some way to hint to the player when a scene is available to be found. It astonishes me to look back on my playtime with your amazing game and realise that HC2 had nothing of the sort, beyond 'this happens during x quest'. I know I followed a guide as I suspect most players will, to save myself hours of wandering around aimlessly. I know you might be fully refocusing on the next game by now, but HC2 has at least two perfect ways to handle this.
First; it's in character that Noah learns from his father to do rounds of the village and check in with people now and then. Rather than expect the player to wander around aimlessly (or more likely just run around and check
everywhere), you could have Noah say to himself when he wakes up, "I should check up on Neve today" or "It's been a while since I've seen Solana" when it's a day/time that a Neve/Solana event is waiting to be triggered. It's a gentle nudge, but a pretty clear one.
Secondly, a more subtle way to handle guiding the player that still maintains the character obliviousness; colored flowers. Noahs house has a flower garden and all of the key women have a unique hair color. You could put in a certain flower, say a yellow one to represent Solana, and if you notice the flower is open that means there's a new Solana event to trigger; a closed yellow flower indicates there's no new Solana event in that time slot. Likewise an orange one for Aywin, a white one for Neve, black for Thania, etc.
Again, I realise you might not want to go back and add such a system to HC2 now, though I think it would really benefit from something like this. Likewise HC3 might very much benefit from some sort of 'event guide' system like this, that's not as explicit as a 'magic diary that tells you when/where a lewd scene will occur'; there's ways to guide the player without giving them an immersion breaking guide book IC, or making them read hints in the recollection room. Looking at the two above as examples, you could have a dialogue before the start of the game that asks the player if they'd like either clear hints (like the character telling himself to go see X) or a more obscure system (like the flowers blooming for a certain girl).
Dunno, just thoughts. Nobody wants to spend hours wandering around looking for scenes that may or may not be happening, but also following a walkthrough pdf is less immersive than an in game system.