I'm a bit hesitant to jump into this at this particular moment lest it seem like I'm joining the fray, but dev seems pretty level-headed so I'll bet I can clear it up easily enough.
So uh, to reiterate for the sake of clarity... I'm not angry, I don't feel tricked, and from the recent comments I think the dev's the decent sort. Hopefully that's clear enough.
I really like pretty much every aspect of this game except for the sandbox. And it's bad enough that I don't want to play the game.
NOOOOOO! HOW DARE YOU NOT LIKE MY SANDBOX?!?!? I WILL KILL YOUR FAMILY!
lol.
Of course, many thanks for leaving this comment. It's exactly the kind of feedback I was asking for, but some people simply resort to shit-flinging and calling names instead of trying to help, which is a shame.
I'll try to address a few issues here, pardon if I come off as incompetent.
The biggest issue I have with it is just a matter of time. So much time is spent just managing the sandbox aspect of things. It takes a not insignificant amount of time to navigate around to characters/events, given the amount of interactions and events you do. The time of day and day of week systems also mean you can't even get into any kind of grove to spam-click your way back to a particular character/event in immediate succession.
A single scene often requires you to go through several iterations of looking at options, making a decision, inputting your selection, and then repeating. You can see this play out when comparing the house to the map. The house information is presented without needing an explicit input, and can be immediately selected. It's so much more pleasant to deal with just the house. I don't like the house sandbox overall, but it's far from a deal-breaker.
By the map, you mean the map-screen right?
If you're wondering, the reason I decided to make the map-screen open up a sub-map for the regions there - I do intend on adding
a lot of locations over time. Having only one map for all of it would challenge the screen real estate of that interface, and I find the sub-map solution to ease any worries I could have in that regard.
There's also a lot of time wasted seeing the same things over again. This happens either because it's not clear you're done, or you need to grind, or you're just checking if you tripped a flag, or just an accident because you failed to remember you already finished that interaction/event.
I assume, a big problem with exploring around is realizing what you still need to do, what you've done, and so on right?
I tried implementing a check for events you've seen already whenever choosing a Menu option (as the text grays out if you've seen that scene once), but the only quick way to implement it was to use a RenPy function that only applies cross-save, for some cursed reason.
Not to mention there not being any checks for if you've seen some or all content with a character whenever they're somewhere clickable. I guess a golden standard for me was how Sweet Affection used to handle this, with a little Green checkmark for all of these without ambiguity.
Of course, there also is the fact that there are a lot of scenes to see, and variants of scenes to explore if certain conditions are met. I have the most fun whenever I am coming up with "even more stuff to see" than would be expected - which leads to all those winding menus of different choices you can pick and so on. That is a bit hard to work around if the concern is "taking too long to explore it all", but I agree that tracking what's done could help a lot.
Of course, my current idea for "consulting what's left to do" lays in the Gallery. That one, at least, I've taken the time to try and explain as clearly as possible what needs to be done for each scene to be unlocked, bar the odd few I want to remain cool secrets to be found on your own. It doubles as a proper "checklist" of all relevant content you have to see until finishing the current version, so I would like to hear what you think of that approach - if you've used it, and so on...
The "Help App" will also be looked into for 0.5.0, since it will be a pretty dense update feature-wise. Explaining things like week periods, love conditions, lust levels and yadda yadda could help a lot if done well.
Another idea I had, too, was coming up with an in-game guide/quest-log for each character that dynamically adjusts itself with your progress, listing absolutely required things you need to further content with them. Something also mind-numbing to code, but could probably help a lot?
E.g:
Mom's quest line - Level Love to 100 -> Bring the family to the resort -> ... -> Level her to Lust 2 -> ...
Karla's quest line - Eavesdrop on Karla and Chloe at LoveZone, Afternoon -> Meet them at LoveZone Midnight -> Level Love to 100 -> ...
Could simply be another sub-menu to the contacts app, since that's where everyone is already. Though, I'm aware of the many sub-menus you have to click to get through...
The addition of the location to the character screen is a nice concept, but... that screen is such a pain to navigate already. It's a couple screens deep and then you find a massive scrollbar. And then you need to click yet another variablely-positioned button... which often tells you that character is nowhere. And then either you need to re-plan and figure out something else to check, or have to back out of everything to advance time, before diving back into the several layers of menu and then scrolling again.
I added the Search Bar to ease up on having to scroll all the way to the character you want, it should come in handy when you want to be specific. But the time thing is very true... I will look into adding a "Pass Time" button within the Contact Screen ASAP to help with that. Thanks for pointing it out.
Do you have any other grievances to point out? Or solutions/suggestions regarding them... I hardly have any QA or playtesters to help me out with other perspectives regarding the game design, so I really appreciate feedback coming from anyone.