The credits really was a lot to take in. I always admired Milkienut [Kazu]'s art style in these games but I so far got overwhelmed. Now I know how people feel about so many characters at once in my games. XD There are less characters introduced at once compared to in my games and yet I had that issue of trying to digest so much information at once including what was happening in the background. Having a moving background of everyone walking around the city and doing normal things while something wacky like the two characters I've seen arguing at the beginning kind of jumbled my brain and that says a lot! I would suggest keeping a more static background like in most visual novels to set the mood instead. It isn't a bad thing to experiment with setup for these but it would help a bit to make sure the opening keeps focus on the characters talking and maybe let the credits roll first [or have the credits and the character argument take small turns].
The tutorial didn't exactly quite let me work on the example myself and while I thought it would be helpful, the overwhelming energy of everything like trying to read the credits behind the characters was a little too much for me to bear. It's weird but if there was a way to turn off the opening credits might help my brain a little. Didn't think I would say that about an otherwise cute looking game! It would help to go back with how your previous games handled introducing the girls.