During my second session, I wasn’t in the mood for waiting for the girl’s next relationship steps either. I progressed the main story to get entertained by whatever the next season’s main story quests had to offer. Unfortunately, these random optionals sometimes popup too quickly after each other, so you hardly got entertained for a week. Summer basically took only 2 game-days for me to complete.
With stamina 3, you also start to think about how to spend every day with whatever repetitive activity until the girls finally make their move to bring the relationship to the next step.
The game is still rather a virtual novella with some sandbox elements added that unfortunately runs out too quickly of story elements.
This is the opposite of Rogue-like where you got a sandbox game with some few stories added. You got more to do there with so many girls but in the end, this gets repetitive too after a while.
More girls later in chapter 2 hopefully also brings more stories per season, so you won’t mind repeating all these many study, class and training session in between.
I'm already curious what 0.6 later according to the roadmap with "Additional slice of life and friendship building activities" will bring. The mansion could really need more rooms with activities.
1)Yeah, sometimes random events just rapid fire and you're done with the content too fast. I'd suggest 1-2 random event per day (not more than 1 event per girl)
2) I think that MAYBE (big, big MAYBE that they should add a small semi daily penalty to T|L for NOT spending time with a girl, ESPECIALLY if you are in polyamorous. I've seen these kind of relationship IRL, they do take more effort and simple partner jealousy is still a thing even if it has a lesser effect). But without deactivating achieved stretch goals (if you got past 600 and got a thing, going below again does not remove your reward, just makes it harder to get further)
3) Honestly, I'd keep just 2 AP max (1 from start, 2 from first mutation event) because if there are no other proactive events or activities that require your AP, you can really just speed run and grind out most of the stats and after maxing you'll be just sitting there and asking "so what am i supposed to do now?"
There is no perfect solution for AP economy without a side activity that
a) incentives saving AP for it
b) making its result dependent on player input+your stats
c) contributed to overall stat progress (be it L/T/XP/$)
d) has pros and cons
said above already may put strain on the capabilities and scope of the project
Of course, we are talking about a dating sim/H-scenes game. People will want different things from it. Some will just want to speed run to get to the good stuff, optimizing their strat as if playing a Star Craft match. Others (like me) just want to lazily spend 1-2 hours a day just enjoying the story and events. These 2 opposite play styles will surly affect what is considered good|bad and how much "replayability/gameplay" do devs want and can add.