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I think the point is that in many RPG games people expect the game to end when they choose. In other words, it finishes when they decide to go for that final battle, after they have finished doing everything else they wanted to do.
I appreciate that is not what you're trying to do with your game, and that is fine; you can design it how you want, and people can pay their money or not. But it is not the only way RPGs are designed.
From reading the description on the Store page, I don't think it's particularly clear that this is a 'fixed end time' interactive story, rather than a standard RPG in which the time for the end of the story is open ended and decided by the player. I didn't realise that myself.
Personally, I don't tend to like games with time pressure (I've had far to much of that in my working life to want to do it in my play time). However, I understand from other comments that the time pressure in the present game is actually quite gentle, in which case it may not be so much of a problem. Time will tell :-)
Certainly not but what if the pages turned automatically before you were done reading them? This is what many of us think of when we hear time limits in games, thanks to a few games that had this in the past. When the time limit hits and a loss is triggered it's pretty annoying. It's a terrible mechanic for an RPG or adventure game where you should be encouraged to explore and delight in the world you are presented with.
I think there is definitely a misunderstanding regarding the time limit. What you are describing doesn't seem to be what some of us feared. I'm glad to know you're not forced to end a day before you want to.
...well... that's not entirely accurate.
If Shawn is up at 1 AM and is trying to do something, he will say he needs to get in bed for class the next morning and he will go to sleep.
That being said, 95% of the time, the thing that Shawn was doing can be done the next day or night, or the night after that. And the few times when the progression of time is TRULY impactful, like a quest will be gone or something along those lines, the game does a VERY opaque job of making that as clear as possible... "IF THIS PROBLEM IS NOT SOLVED BY TOMORROW, THE SCHOOL MAY NEED TO BE SHUT DOWN!" is an example of such a warning (maybe not in all bold letters, but it may as well be).
EDIT:
So I tried it. I'm about 15 hours in and the timer is not punishing in the way I thought it would be; it's worse. It just sucks the fun out of the game. Why must I be in bed by 1 or 2am? I know you warned me but I didn't think it would be quite so problematic. Why do I get teleported to dinner no matter what I'm doing or where I am? Ripping the player out of something exciting to make them do menial tasks is about as bad as game design gets, which is a shame because the characters, setting, humor, etc., are wonderful.
Most of us gamers have been trained on not having a time limit. Fallout 4 started out making the find your child seem important, especially with some early dialog options. Yet it didn't take long for the game and player completely forget about that goal. The player could play for years in game and it not ever matter.
Plenty of RPGs will play the "Oh you just made it in time" card. Always in the right place at the right time, regardless of what time the player gets there. After a few games it's super transparent and rather eye rolling. It's extra eye rolling in open world RPGs where the player as a lot of freedom to show up whenever they want.
It can be super refreshing when a game breaks those chains and makes specific things happen at specific times. It makes a lot of sense to have time sensitivity in games. Yet it needs to be done well including but not limited to, advising the player where and when to go places. Also to narrow the focus enough that it's easy to be at the right place at the right time.
Missing events in a RPGs isn't much different then having day/night cycles impacting game play. In the Long Dark it is harder to survive at night. In MMOs you can miss content and event because you didn't play at the right time in real life. Don't Starve has seasons. Some content and NPCs are specific to a season.
Is missing an event in an RPG and the event auto resolving that much different then player choice? If the player choices to not be there and instead do something else, that is a choice. The event should move forward and resolve in a specific way because the player was not there. This is really just another "player choice matters" path.
Hell there is even a genre of Time Management. Plently of people will not enjoy that genre, others will. It's no different then me not liking FPS games and I feel like any genre done as FPS suffers from this feature.
TLDR: If you can't enjoy the time management feature in this game, play something else. Cheers!
Either way, if you don't do time limits, that's fine. Just be aware that if you're throwing around big statements like "the time limits ♥♥♥♥ and make the game impossible to enjoy," those of us who enjoy the game and like the challenge of working around the time limits are going to get a little twitchy, and try to explain to you why you're wrong.