I know it was kinda rambly but I just kept writing whatever was popping into my head at the time, sorry if it was hard to decipher.
Bugs are bugs, I get it, though the Haley one is probably one of the worst places where it could happen
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On the Tim thing, I like him so far so it's not an issue of him being in too many scenes, it's more that he has more scenes than the girls, which really should be more of a focus this early, IMO. The fact that I barely remember the goblin waifus name but I know who Tim is says enough I think. Like, I get that it's really early and there's not that many scenes to begin with right now, but it's somewhat weird going into an adult game and having so many scenes with your "bro" over the waifus, you know. It will probably be less of an issue later when it's more fleshed out tbf. Do take into account that I got softlocked with the Haley bug so I might have missed out on some scenes. On that note, I meant I didn't really bother going to the lake more than once before giving up since I was softlocked with Haley, not that the lake softlocked me.
On the bandit leader thing, I expected her to be at least a major supporting character since she has 2 scenes(which is as many a the main gobbo waifu rn) I know of already, the rape scene which I rolled back, so not sure how expansive it is, and the slave part which I again gave up on eventually. On that note, it would be nice if you made it more obvious that one choice is basically enslaving her, was kind surprised when it got brought up. I thought it was a choice between keeping her in the story itself or not and you get an option how to deal with her later. Good to know that she still will be a thing later even if you don't go the evil route, but you really need to signal some of these things better, IMO.
The issues with the sandbox are kinda unfixable rn, that's kinda true. The only thing I can think off that would help right now would be an end of content message for each menu option when it's the case or even outright hiding said menu option when there's no content left, except the repeatables which should still have at least 1 end of content message. The Day/Night cycle is something I just don't enjoy at all because you really can't play without a walktrough when they exist but such is life, there still needs to be a pretty clear indicator when it's night and day in the overworld map though. A time skipping/instasleep option wouldn't be amiss either, from the overworld I mean, so you don't have to navigate 10 million menus to get to it.
The wood background, I get it, it just feels incredibly cheap and low effort compared to the rest of the game so far. Also, fixing the the top left icons so they don't overlap text should really be a priority, beyond showing the points earned it also showed to go back to the bandit the next day, so they're terribly in the way.
You're already above most Unity games that follow the Renpy format anyways, simply because you added rollback and skip text, was just saying that it would probably be less buggy in Renpy right now.
Well shit, there you go, another novel for you. Hopefully it's more coherent this time.