Thanks for your feedback!
As for the grind points, I plan to make a difficulty level. At an easier level, there will be less grinding. Everyone can customize this for themselves.
Hints will also be implemented this way. In the event tracker (shown in one of the screenshots), you can see the status of the event, all the conditions necessary for it to start or skip, and what needs to be done to start the event. It is also planned to introduce contextual hints. For example, when an event starts, the player will be warned that passing it at the moment will entail skipping some events in the future. Choice options in events will also be highlighted. The player will know what choice to make in order not to miss some events in the future. Decryption of codes is also in the plans. There will be a button on the dialog panel. It will appear when the encrypted text is on the screen. And of course, clues for puzzles. I agree that this is an extremely necessary thing. It should be clarified that this guide mod will be optional. If the player doesn't want hints, they can turn it off.
Regarding colors, I also see imperfections in my work. Yes, a dark theme is planned, but work with color will also continue. Thanks again for your detailed feedback, it means a lot to me!
First of all, incredible job. The UI looks pretty polished already and I can't wait to see the final product. However, there are two main things I want to address:
1. The improved mechanics: It seems like you will be releasing this remake in multiple versions. If that's the case I think you should try to release these features first:
+ Guide, like current guide mod. Your current approach seems to be putting the entire wiki into the game, but it's still hard to navigate events this way. Meanwhile the guide mod already does this very well. I think you should work on making something like the guide mod in your remake first, and if anyone wants to view the full event information you can add them in a later update.
+ Skip puzzle and skip grind (No difficulty grind level and no puzzle hints yet).
+ In-game hex and Japanese decode.
and then release the rest of your ideas. Don't get me wrong, your ideas for difficulty grind level and puzzle hints are great but they are only minor improvements. The three points I make above would be massive improvements to the game and make it more accessible to new players.
2. UI usability improvements. To clarify, I am only talking about usability and not aesthetic in this section. I feel like Sel's current UI for girl info and event replay is really good already compared to yours. Here are some things I would improve:
+ I think if you want to put every extra options screen in the phone screen that's fine, but you should make the phone screen take up the entire screen by default. Especially when there's so many information to be displayed.
+ For the girl information screen, you put a lot of information there but only a few of them are regularly used, and if the information regularly used is at the bottom of the scroll bar you'd have to scroll there every time you need to see it. This is because of several reasons: some of the cards hold too few information (screen 12, 15, 16), the phone doesn't take up the entire screen (again, if you had more space you could reorganize the UI), and most of the time using fancy round progress bar is unnecessary. My solution is: Put only the most important information on top and make everything else optional. Again, Sel's girl info screen does this well already.
+ All the extra photo albums are great, though I feel like having the jukebox in game is a bit unnecessary? (This is just a nitpick)
+ For the event information screen, again, having every single info about an event in game would be great, but not really needed. The guide mod does a great job already. You should focus on making something like that and the event replay screen instead.