Game has some really good point, but also some really bad point.
But to try to go in a slightly different way than the average review, I would just ask: who is this game intended for? what is the vision behind the game? Because, honestly, it is confusing. It has an identity crisis.
Is this some visual novel? Of course no, too much sandbox element, and too many inconsistencies in the way events progress.
Is this a sandbox? Well, I guess, but way too much pointless dialogue that try to describe complicated situation that gets wasted because events are inconsistent.
When I mean inconsistent, I mean that because it is a sandbox, things often happen in order that make little sense - arguably you could argue those are issues to be fixed, but I think it is too hard to completely smooth over.
The protagonist also has too much "thoughts". He has his own thoughts, wishes, desires etc. But that's not good at all from a sandbox free roam point of view. I don't want to be littered with thousands of lines about the MC thinking to himself when it literally does not matter since I'm the one controlling him. This kind of game needs a self-insert, not an mouthy protagonist who tends to overthink doing random things without user input. Because honestly, going home wanting to fck the girl you finally bagged but then your MC suddenly decide to invite a friend to play some video game and you lose the rest of the day? Or I do an event advertised to take X hour, but it ends up taking more hour because another event got forced in and now I missed a timeslot and I need to rollback and try to avoid those event by wasting time elsewhere. Why? Nor do I care about what the MC thinks of this or that girl or this or that thing, I'm going to do what I want regardless.
All the above points lead to very unrealistic relationship. Mike has too much "personality" to be a self-insert, dialogue is too "wordy" but the content itself is very sandbox free roam far with the same amount of stupidity and necessary suspension of disbelief. The result is that most of the dialogue feels absolutely pointless and asinine, often a waste of time. Because if you need to suspend your disbelief for 80% of the dialogue, what is the point of reading all that?
Some scenes are really awkward since they make 0 sense considering other scenes that already happened. Yet, you still go through so much dialogue trying to depict it as a dramatic moment in the relationship of the characters while me, the player, just rolls my eyes at the whole thing.
That's my point about the game having an identity crisis. It tries to be a sandbox and a visual novel at the same time, moderately succeed at both, but kinda fail at both too.
And I didn't even get into the actually annoying parts! (borderline mandatory walkthrough, easy to lock out event, forced annoying events, randomness, annoying schedule, too much grind, etc)
Anyway, it's not that bad, but I think the game would be significantly better if it tries to pick a route (VN or sandbox) and sticked to it in a more thorough manner.