This is probably going to be a bit of a long and rambling comment, so sorry about that. I have a lot of (hopefully constructive) feedback, so I want to make sure I make this clear up front: I really enjoyed this game. I certainly enjoyed it enough to make sure I saw all of the endings. I don't often seek out Visual Novels, but it seems like every time I try one I end up liking it, so maybe I should start seeking them out more...
I ended up looking through the files in the game download because I was curious what engine(s) everybody used for the jam. I hadn't heard of TyranoBuilder before, but it seems like a really interesting tool. This game has going on with it, so I assume using the engine made development faster, which is cool. I noticed that the game download is using Electron, so I guess TyranoBuilder makes the game as a Javascript/HTML game behind the scenes. With that in mind, I'm curious why you didn't upload an HTML5 build to Itch. From my experience with the GMTK Jam, it does seem that people are much more willing to play games when they have a web build avalable, so uploading one can be useful. (You don't need to upload just an HTML build either, as my game this jam has both).
There were some things that seemed missing, but I suspect are just limitations of Tyrano. The game lacked any sort text history or rewind (that I could find) like RenPy has, which was something I missed. There also weren't buttons for text skip / auto skip in the dialog box like RenPy has, though text skip is in the game by holding Ctrl. I also noticed some technical issues like some of the buttons in the context menu not doing anything or the context menu not appearing when it should, but that's not something I'd hold against the game.
I did notice what I assume was a game script issue where the phone at the start of the game faded out twice, but that is also a really minor issue. I also noticed the lack of background music, which I felt like it affected the feeling of the game. I did notice some music in the game files, but I don't know if that was a default asset from the game engine or not (I noticed a few images in the game files that were certainly engine defaults).
I also had trouble at time keeping track of who was talking with any given dialog. I know it has their names right on the message box, but I found myself not paying enough attention to it, and I confused myself at one part at least. It might have been nice if the game did something like change the text box color and/or added/changed a text box outline, but I can also understand if that's not something that's easy to do in the engine.
The way that the dialog options were utilized felt kind of unfair. As I understand it, these sorts of choices in VNs are more about opinions, so it works when they appear without much context on how they influence the game. This game using them with "correct" options that (mostly) have no real way for players to predict them on the first playthrough feels rather punishing (especially since it makes the most likely first-time ending (I think) be the bad ending, which is quite a jarring ending). I think maybe having some sort of foreshadowing for the correct answers might have worked better. For example, the first choice is made really blind, so maybe having the main character say something about each photo she has would give at least the sense of having a hint for the right answer. Also, having each person correlate to a "True," "Good," and "Bad" ending feels kind of weird, but I get that this isn't meant to be a dating sim, and can respect the choice of qualifying each route.
Ok, enough criticism. I did really enjoy the game. The artwork was outstanding, and I did enjoy the writing in the game. The use of sound effects was a good touch, and I did like how the conversation bounced around in a natural way that didn't happen so much as to be annoying. I can tell a lot of effort went into this game, and I'm glad I got to play it. Great job :)