That's exactly it. I prioritize quality, depth, and overall, the feeling of achieving the true essence of the story I want to tell, over rushing and producing jammed, mediocre games while snatching people's money (even without a tangible warranty that this money will translate into a complete game some day, like it happens in quite some cases). What I can guarantee is that I'll strive slowly but surely to craft the story I have in mind into its optimal form, taking feedback of people along the way, and doing my best to answer those expectations. And just like Katawa Shoujo was completed after years, I hope to eventually complete my game in the future, be this a far away future or not.
Also, thank you very much for your suggestions. I know Fruit of Grisaia, watched the anime to some extent and heard that the game has a good story as well, but I didn't play it yet mainly because it's not exactly a VN per se, meaning that choices (a key aspect to call a game "visual novel") seem to be practically absent. This, precisely, is another example of the motivations that move me to create "And now, time to study": endow a visual novel with plenty of choices, and moreover, meaningful choices correctly placed within the story (something that, alas, is becoming less and less present in visual novels nowadays, or even games that pretend to call themselves "visual novels" but actually are little more than plain kinetic novels).
The key is just what you mentioned: making something you'll be happy with, something that means pleasure to the creator and enjoyment to the players. Doesn't mean that money can't come later in any form (or not), but in my book, something is clear as day: without these fundamental ingredients, there's no room for any project.
Greetings, and see you around!