¨What would help a lot for me, personally, would be if you could move some of those great lumps of exposition off into dialogue options and let me find them out for myself. If you do it that way, then I feel I have a bit more control over the game. It turns the game from a chore (you have to read all this) to a puzzle for me to solve (let's see what I can find out). And it also means that I can go back and read bits again if I skimmed over some something important the first time.
This is kind of what I'm already doing. The best comparison (and one of my primary inspirations) is the Persona series. Those games always start with several hours of linear tutorials before they open up. What I'm doing is a toned down version of that. I tried to limit the exposition to the bare minimum (though at times I can't help myself) for this part, and the rest of the game will indeed be the way you seem to wish for. Once you're done with the linear tutorial, things are going to happen at your own pace, for the most part.
My ambition is not to have the time limit be a problem, but for it to make for interesting decisions. I tend to follow Sid Meier's (of Civilization fame) design philosophies in this regard. A decision in a game isn't worth making unless the consequences of your choice are interesting either way you go. What this means is that you won't feel like you have enough time to do everything you want to do in one playthrough, but neither does the game expect you to be able to do so. Seeing everything the game has to offer isn't supposed to be possible on your first playthrough. The plan is for you to keep your stats after you restart the game, giving you much more time to spend on other things the second time around.is the time limit going to be a problem in the long run ? as if a certain event only available in certain days and certain time. because by the looks of the game so far it have so many possibilities and not enough time.