Finding the perfect time system
We spent quite a bit of time working out what kind of time system would suit our game best. At first, we leaned toward a Persona-inspired system, where actions would consume parts of the day. We loved this approach for its sense of optimization — it encourages players to prioritize, doing as much as they can before committing to one last action that advances time. But we ran into two major challenges:
We then considered having only actions in the hotel consume time. But again, this led to gaps — if players didn’t want to engage in hotel tasks on a given day, they’d have little to do, and time wouldn’t move forward.
So, we shifted toward a Stardew Valley-style clock, ticking down each day until nightfall. This approach simplified the day’s flow but introduced complications in other areas. For example, we ran into issues with setting specific hours for opening the restaurant — players arriving right before closing could still complete a full service, which felt off. Plus, this system would mean adding pathfinding routines for each NPC, gradual skybox changes, and more complexity overall, pushing the game beyond our intended scope.
Making the Day Feel Meaningful
We had lots of people playtest the game, and one developer (thanks
Pilou
!) highlighted that our cozy atmosphere and distinct management
and investigation phases would really suit a “routine” structure.
By splitting each day into specific gameplay phases, we could give
each part added significance and naturally encourage players to
engage with everything the game offers. So, we decided to adopt a
timed system similar to
Dave the Diver,
with a structured management phase and a more open-ended
exploration phase.
Balancing Structure and Freedom
A day consists of four parts, except Sunday, which has only a Morning phase.
Morning
Every morning (except for Sunday, which is a day off), the player must attend to their hotel with a list of tasks to complete before a timer runs out. Available actions include checking in a spirit, cleaning, repairing items, and delivering room service. Failing to complete tasks reduces spirit satisfaction, resulting in lower payments at the end of their stay. Once the timer ends, the game transitions to Afternoon.
Afternoon
During free time, players can advance their investigation. In a 3D point-and-click style, they can explore various areas, collect items, solve puzzles, interact with NPCs, and unlock new locations. Players can also gather resources through mini-games like fishing and gardening. These items can be used in the hotel or for NPC quests. Once they complete their tasks, players can transition to the next part of the day by sitting on a bench.
Evening
In the evening, players have the option to open their restaurant or visit the bar.
Opening the restaurant allows them to create a menu and prepare dishes through a timed mini-game and earn money.
Visiting the bar helps strengthen relationships with residents by offering them a drink, which is necessary for certain quests that require a specific "trust level". Each resident follows a routine and may not always be present at the bar. Offering a drink initiates a brief conversation that advances a quest while also revealing more about the character and the game world. Players can also eavesdrop on conversations to gain insight into group dynamics.
After completing the restaurant mini-game or purchasing a drink, the game shifts to Night.
Night
After opening the restaurant or going to the bar, players are automatically sent to bed, transitioning to the next morning. The game may feature scripted sequences where players wake up at night to explore the hotel or town.