Game design make it tedious to play and painful to see/unlock content which by the end of the day is quite nice . Also game was initially heavily pay-walled with ability to saves the game being locked out. Game still strongly rellies on FOMO and only paid version allows u to overwrite choice while at the same time it won't show you want requirements were not met.
Rest is summed in below reply to dev:
Main story being tied to time-table is fine for kinetic-novel but with but character specific progress that becomes parallel to progression of main story events and other characters become serious problem as those go better with sandbox.
You can have both but not at the same time (unless I miss some genius idea that I'm yet to notice). Cutting game into episodes would probably offer better experience for players, example. Episode 1(Prologue) - Only hardcoded events that can't be missed till "in-game update with goblin event and after-effects" Episode 2: Proper sandbox no longer tied to time specific triggers, time for each character corruption development, side events, free-roam, and so on. Episode 3 -Manually triggered by player which will require completing specific chain-events for each character for their own progress or automatic trigger by ~ day 40 if you really want to time lock the game which if find to be bad idea.
Whole thing would need decent quest log for proper event tracking for each character to not make ppl go around blindly. Proper gallery just being cherry on top.
And I will stand by my statement that current state of the game is bad, regardless how people sugar coat it and how nice looking animations, story or character are.
"The girls events running in real time during the MC activities is the whole point." - not exactly sure what you aim for here but if the end result is that player may miss content then it's rather bad idea, and missed content that can't be triggered again is even worse idea but if you have vision that once realized will make functional whole then please surprise me at some point.
Why I suggested renpy it's coz it's probably easiest to work with since majority of the successful games here are made with it.
Almost forgot.. such detailed 24h with minutes time progression will force you during event to progress to the next day if you reach 22:00 in the middle of it. Splitting day into standard morning, afternoon, evening etc. makes things much easier and in case of sandbox you can either assign limited number of actions per phase or left it uncapped. Such detailed clock feels like overdesign in this case.
Rest is summed in below reply to dev:
Main story being tied to time-table is fine for kinetic-novel but with but character specific progress that becomes parallel to progression of main story events and other characters become serious problem as those go better with sandbox.
You can have both but not at the same time (unless I miss some genius idea that I'm yet to notice). Cutting game into episodes would probably offer better experience for players, example. Episode 1(Prologue) - Only hardcoded events that can't be missed till "in-game update with goblin event and after-effects" Episode 2: Proper sandbox no longer tied to time specific triggers, time for each character corruption development, side events, free-roam, and so on. Episode 3 -Manually triggered by player which will require completing specific chain-events for each character for their own progress or automatic trigger by ~ day 40 if you really want to time lock the game which if find to be bad idea.
Whole thing would need decent quest log for proper event tracking for each character to not make ppl go around blindly. Proper gallery just being cherry on top.
And I will stand by my statement that current state of the game is bad, regardless how people sugar coat it and how nice looking animations, story or character are.
"The girls events running in real time during the MC activities is the whole point." - not exactly sure what you aim for here but if the end result is that player may miss content then it's rather bad idea, and missed content that can't be triggered again is even worse idea but if you have vision that once realized will make functional whole then please surprise me at some point.
Why I suggested renpy it's coz it's probably easiest to work with since majority of the successful games here are made with it.
Almost forgot.. such detailed 24h with minutes time progression will force you during event to progress to the next day if you reach 22:00 in the middle of it. Splitting day into standard morning, afternoon, evening etc. makes things much easier and in case of sandbox you can either assign limited number of actions per phase or left it uncapped. Such detailed clock feels like overdesign in this case.