Notes on the 0.2.7 update, again no specific order:
The "glow" effect is not reliable and remains on NPCs when they're no longer interactable, so it isn't a guide to what can be interacted with. This is inconsistent and consistency is really key to a good interface design.
The mining minigame just isn't working. Either replace it with an expedition-style job or just get rid of it. It's hard to pull a feature out after a lot of effort went into it, but sometimes you have to do that. Bodges atop bodges won't save it, they'll make it worse. It's easily replaceable by a random event system. "[GIRL] found a diamond!] or "[GIRL] found a portal to an eldritch horror world" - It's just item distribution, any number of mechanics could do this. Roll it into the new adventure system, perhaps.
The game needed the "home button" because it has no navigation system, just icons on pictures - it's a bodge. This isn't a navigable world map and the world map we do have is just islands of interactability. By all means have your ambience, but also have a map showing the connections between places.
The PC's portrait (interactable) is all over the place, there's no UI frame keeping it consistent. It's on practically every screen, so the dev thinks it's important, it needs a static place.
On the main screen, the adventure button moves around. Give it a place it should be. On the inn panel, it's on the left. On the bedrooms panel, it's on the right. This means the overwhelmingly common "click again to go back" screen-flip paradigm is lost and players end up on the adventuring panel when they wanted to go back to the inn.
Similarly, for repeatable events, the actionable buttons are on opposite sides, meaning they can't be clicked through. The "Next" interaction isn't in the same place.
The "Rest" area of the inn is just a copy of the "Available Girls" area with less functionality. Get rid of one of them, having both is just clutter.
We've often seen new things added, then the next update goes somewhere completely different and leaves the old on a "Coming soon..." state. Players tend to have little patience for that. If you say "Coming soon" or "Watch for the next update", that's a promise you're making. If you don't keep these promises, you're betraying your audience. Yes, we all know it's very easy to go chasing the new and cool and the fuck to the old and busted. It's easiest for novice developers to simply not release work until it's completed and playable (see: Agile/Scrum development and what a backlog item is).
Most of these have been novice UX issues. I mean this quite sincerely, the dev should read up or watch some videos on good UX (user experience) design. There are so many inconsistencies and the game plain doesn't even have a workable UI overlay when it needs one. It's clear the dev is just learning Unity, but it's also clear he's just learning UX too. People tend not to forgive bad user experience very well. They'll "just know" the game is bad when it becomes hard work to simply use.
Yes, none of this is "new content, cool, sexy", but it's all "better game" stuff. Adding stuff to a poor game is a bigger poor game, this is a trap a lot of novices fall into, it becomes "This next cool thing will be my big break!" and they haven't addressed the basics. If you check all the really good games here, they all made a good game first, then added content to it next.