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There is a point to the days guys, everytime you get caught, you respawn in a different part of the house, with all your gear taken, and you have to figure out how to once again escape captivity. There are also more challenges to contend with, you'll notice any traps you managed to disable or circumvent will be either replaced or remixed somehow (more cameras, beartraps, etc) as well as new threats to contend with (vent baby and the butcher's cute pupper begin roaming their respective areas, the vents and the backyard, the granny also changes places/patrol paths). The day system doubles as a means to both discourage being captured, as well as progressing the player to a previously inaccessible portion of the house in the event they have gotten stuck. So I must wholeheartedly disagree, it was not some frivilous feature added, it is pretty integral to the whole experience IMO.
i like the days system on its own, but the game should have had a checkpoint sort of system instead
That was actually more-so a reply to what FatBurgerFarts said than what you said, my bad lol I see where you are coming from in regards to the original post, I just vehemently disagreed with them labeling the day mechanic as "frivolous" when there is obvious thought put into the mechanics, this game is arguably way deeper than any of Puppet Combo's other games, mechanically speaking.
it would be better for the endings to be harder to reach. more playtime and more enjoyment. but if you wanted to reach another ending quickly, then after finishing the game you would be able to complete it much faster since now you know the routes and hacks.
they might add that one day, but too bad the saves disabled is not gonna be the default