Your visual novels are always quite enjoyable, and you do well with establishing existing dynamics between the player and the characters right from the beginning, which is awesome! In general, choices in the game are meaningful, which is very important for a visual novel - all of them contribute to the ending or the romance path somehow. It was also a smart choice to help break up the "acts" of the story mentally in the player's head by transitioning from text to exploration back to text, and gives the player a greater sense of agency, even if the end result is the same as just clicking a choice of who to talk to. It feels like you're actually approaching the character, which builds that connection. The density of text definitely becomes a problem if you intend to replay, since there's no built in rewind, but that's just a result of moving away from RenPy into Godot and can be fixed with time. In general, more choices, especially near the ending (which included a LOT of third party exposition) would break up the long stretch of clicking too. Super cute and full of heart, and just as a narrative it holds up well, as evidenced by the fanart!