yeah i had no issue continuing from where i saved after the last encounter with Greed in v0.2.1
I already said what I encountered, and it was still true. For all saves of a game I had originally started in 0.1, it did not ever bring me to sandbox, and when I looked at the prologue rpy file, that's because there is no jump at the end of the prologue file to go to the start of the sandbox. If it was relying on the inherent return at the end of a given file, that failed for me because the sandbox that called it was not on my return stack. The only solution was starting a brand new game and holding down Ctrl for 10 minutes.
Tiur did you play the game? all those sandbox points may be relevant to sandbox in general but this game handled the sandbox pretty well in that it was controlled - there's no grind here lol. at most you may repeat a scene once to bump some points you missed or pass time to get to that last scene you want.
Yes, I've played a few days' worth of the sandbox, and find that, other than grinding for stats (which we've already talked about enough), it does have every disadvantage of sandbox I stated, and more that I hadn't gotten around to saying while I was tired last night.
Passing time to get to that last scene is the issue, especially when the icons indicating scenes do not show whether you've seen that scene already or not. It's unnecessary busywork that artificially extends gameplay.
Even beyond the grinding and the constant click-click-click and hunting down events, the main issue with sandboxes holds true here as well: sandboxes are the
death of pacing, tone, consistent plots, and any kind of consequence or impact on the story or setting. The latter two can sometimes be solved through extensive variable usage, but that increases the workload and the likelihood of introducing continuity bugs.
The prologue had consistent plot, pacing, and tone. The sandbox has none of those.
Hell, since you can't see anything outside the house, even just seeing all the events currently in the sandbox means the MC has gone for weeks without going to school or finding out the consequences of anything school-related from the prologue, and it locks out any time frame that has a repeatable event from ever having another event that furthers plot or even character interactions.
For example: the first-available Penny event is her hunting for her uniform. You play through that once. Any other morning, if you wanted to talk to Penny about anything else, or if the plot encouraged the MC to talk to Penny about anything else, it doesn't matter. That time period and Penny are now permanently locked into talking about her missing uniform and nothing else, and it's always the same without change. If it changes, then that's already lost the replayability that is supposedly one of the benefits of sandbox.