Wow, thanks for the tip, what you said really makes a lot of sense considering that it's my first project so I decided to remodel the idea a little, I thought of a single quadrant divided into X and Y.
X would have Karma and Y would have Heroine affinity, which would be less complex to develop into an MVP and a first project.
Regarding DID, I think that maybe I'm not prepared to deal with issues like this in a first project, what I had in mind for the Heroine was something closer to an attempt to escape from all this social pressure that she had, not necessarily trying to get into on the merit of a psychic illness, you know.
Now about the plot, I'm going to try to bring some more information to try to show what I'm really looking for in the narrative.
The heroine has these family problems that I talked about and to try to escape this problem a little she kind of goes into hiding, puts on makeup, dyes her hair and becomes a keyboard player in a band, she disconnects from her life full of rules and tries to enjoy taking some of the tension away with drinks and drugs.
The heroine is afraid of confronting her own abusers, she is afraid of showing who she really is, deep down she prefers to wear the mask rather than confront, she is afraid of confrontation.
Now the protagonist gets into this situation somewhat unintentionally, she was one of the intelligent and popular girls and he was a guy considered dangerous, many rumors circulated around the school about him and depending on how the player acted, the rumors could increase or decrease.
Basically he meets her in one of these bars and recognizes her and kind of accidentally discovers her secret.
Depending on how the Player relates to the heroine and how he will try to help solve the problem, he can influence her positively or negatively.
I have some criticisms of the concept as presented so far. It sounds interesting, and I'm not trying to discourage you developing it. These are just some things that I think could help make the project easier to develop and increase verisimilitude and overall appeal.
I don't think regret/anger is a helpful axis for determining much. There's too much overlap between the two for their juxtaposition to play well narratively. It's a common trope in fiction and irl to see people whose regret has made them bitter, angry, and/or cynical. I think replacing one end of the axis with something that better opposes the remaining end would make the narrative more satisfying. Maybe something like regret/acceptance or hope/anger would work better, depending on what you're going for.
I think you may be using too many axes/variables. There seems to be an assumption that each one would have two possible outcomes on the story, but I've seen devs provide story consequences for three sets of variable value ranges: low, middle, and high. Even if you only do low and high paths for each variable that you're considering working with right now, you're looking at having to develop 16 separate paths if you want to really make each choice matter narratively. (It'd be 81 if you were doing three paths per axis.) One way to reduce the number of paths, would be to treat the heroine's corruption/intimacy variables as an axis. This could be done by either using high and low numbers of a single variable to represent them, or you could still have two variables and the higher value determines which path the player is on. Maybe consider if similarly condensing the protagonist's paths would be possible/desirable. (Perhaps a kindness/anger axis would be sufficient?) Personally, I think that giving up some complexity in favour of more nuance (as in having fewer axes with more paths per axis) would make the story more narratively fulfilling to play. For instance, having two axes with three choices each would require nine paths, but three axes with two choices each would still only be eight paths. There may be fewer choices in the former option, but the choices seem like they matter more since there are more possible outcomes.
Lastly, I want to talk about the multiple personality thing. Its diagnostic name is dissociative identity disorder (DID). Narratively it would only make sense for the heroine's dissociations into alternate personalities to match up with the presence of or changes in the protagonist if he was the source of the trauma that led to the development of the disorder or presented a similar type of perceived threat as the trauma that led to its development. It might work narratively if they were supernaturally linked somehow, in which case it would probably be better to have her personality shifts also explained as part of whatever happened to them to cause their connction. It could be that you intended the protagonist to be a source of trauma, but it seemed implied that the parents were the source of the trauma and that they were still abusing her. Typically, the type of trauma that leads to the formation of DID is extreme. Having a character with the disorder still under the influence of their abusers should make the story very dark. It would also make the player character taking advantage of her seem outright evil. It would probably be difficult, if not impossible, to portray a character taking advantage of an abuse victim as sympathetic. I think you should be careful in how you portray DID because it's famously typically portrayed in very unrealistic ways in film and TV. Anyone who is interested in your game due to having a LI with DID is going to be at least familiar enough with the disorder to catch on pretty quick if you're not portraying it realistically. If you have any other ideas for portraying what's going on with the heroine, it might be a good idea to at least think about how easy they'd be to incorporate into the story compared to the DID, which you should probably do a lot of research on if you're intent on incorporating it into the story.
Good luck with your story