*Spoilers ahead*
I think the most recent day really highlighted the weaknesses of the game engine/the way that the game's designed. I honestly still found it decently fun, except for how disappointing the illusion of choice was. No matter what you pick, everything ends in the same spot because no decisions you make actually carry over or affect anything in the proceeding days.
I know this has always been the case, but it really showed here. When I played through the day for the first time, I had Maddie go and tell Ingrid about Grace and Kurt because I thought "maybe she'll end up saying 'fuck him', and go further texting photos." When that resulted in her leaving to go stop them, I played through again to tell Maddie to either leave them alone or tell Sophie instead... but both of those options lead back to her telling Ingrid.
At the very least, I really wanted to see a route where we could tell Maddie to leave it alone so we could keep texting Ingrid, and then maybe she could still find out afterwards. But ideally, that should just be a choice that persists going forward. I know that with all games that involve different choices, that the story branches need to converge at some point. I have no problem with that. But every day's choices being purely contained to that day and not affecting anything outside of that day really kneecaps the game's potential.
I'm not even wanting a complex choice system. Just something that does the bare minimum to make it feel like the decisions we make matter beyond the immediate moment. Picking every option besides "tell Ingrid" shouldn't result in Ingrid being told about it. Like sure, she can ultimately still find out in order for the story branches to converge — I don't care about that. But picking another option should at least take you down that path for a short time. Preferably until some point in the next day at least.
Or imagine something along the lines of if Ingrid, Maddie and Sophie's drunkess was being tracked behind the scenes, and it persisted between days. That would actually give weight to whether or not you encourage them to drink. Right now, no matter what you choose, they will all get drunk at the same rate no matter what. But it would be really rewarding if you could expedite the process by choosing the right options. Well designed systems that give players agency is what makes gaming experiences truly memorable.
Besides that, I also thought that the inclusion of selfiebook moderation in this part was very forced and pad-y. I know that's what the game is centered around, but come on.. This is a big event! We're invested in this party! The work shouldn't keep interrupting the flow of things when something like this is going on. Normally I find the moderation fun, but in this context, it just feels like a "time out" from the interesting story.
Honestly, I would have really preferred it if he just cut out the moderation and condensed the party down into 3 parts of just interacting with the girls. He's done that before in some of his other games like Sophie's Vacation, and that story format plays out fine! I'm not saying I want him to ditch image moderation altogether for this game — but the party should have put a "pause" on that aspect (beyond the first part of Day 36, where we were supposed to have gotten all the work for the day out of the way), to make for a more potent story.