My game follows traditional dating sim format. That is, the player chooses what class to attend based on what stat that they want to increase. For example, attend English Lit to increase charm. I have a stat bar across the top of the screen to show that attending English Lit increases the charm stat. Should I include within the text charm increase +1 for attending English Lit to make the stat gain more clear? I also have interactions with the girls to increase the relationship level. The player creates a journal after meeting all the girls that tracks info on each girl similar to the stat bar. Should I also include in the text relationship increase +1 after interacting with a girl ? I'm working on an interaction system where the player would select a girl that they would like to interact with. Then choose say the talk options. The talk options will provide talk options such as art, books, etc. The girls will comment on the topic the player selects and the relationship level will increase or decrease based on the girls interest in said topic. Would these changes address the confusion? The goal of the game is to build the relationship level with the girls to become more intimate with them and being more successful in doing so than the Eternals champion. This is shown by the player score and the Eternals score in the stat bar.
I'm seeing that you have put a huge amount of thought into the interactions and story; however, the presentation to a first time player is as I described earlier (jumping around, hard to follow, no idea what the choices mean). A "sandbox" style game (by which I mean a daily or weekly schedule that repeats endlessly and the player can choose what happens at each time period) would help provide a framework for exploring the world and meeting the key players. If you want to restrict play time, build into the story a time limit (say 5 days), in which the player can meet the girls, learn about their personalities and history with the MC, and then make choices to further relationships with the girl(s) of their choice.
A method I've seen used elsewhere is to have a dialog or action choice that fails but gives a hint as to why. For example, if the "charm" stat is too low, the MC's words would be obviously bad, and the girl would react badly to it, followed by the MC thinking to himself that maybe attending the English Lit class would help with his word choices. Next day, after the MC attends the class and the charm stat increased, the same choice with the girl would have a new outcome where the girl was impressed and the relationship increased.
I don't follow how a sandbox style would improve the game or how providing choices for strategy is labeled as making it difficult to see content. The player gets to choose from Religion or Chemistry as their first class. Going to Religion class for example, the player learns that the girl Britney introduced as Sharon in the school hall on the morning of their first day prefers to be called Lincy. Choosing to interact with Lincy in the school hall after class provides a scene later in which the player will overhear Lincy on the phone. These are examples of meaningful choices that would be lost in a sandbox style that my understanding of the style is to show all content. The choices allow the player to choose how they will play the game. Will they focus on the girls in the Religion class and thus won't be as close to the other girls? Which classeses will the player attend and how will these choices affect their succees with the girls. Having the player be able to attend all classes removes the strategy. The goal of the game is to score more points than the Eternals. The strategy the player uses will determine if they will succeed. I don't follow how I could keep this strategy while using a sandbox format. Please let me know if I'm missing something. I would like to improve my game and properly understand player feedback so that I can make my game better.
In your example about Lincy (which I still don't understand as a story point), how is the player supposed to know about anything that's being revealed by the choice? The game gives glimpses, without any foundation... the average player (myself included) doesn't really remember one girl out of all the others the first, second or even third time she shows up. From the glimpses we see, it's very hard to understand how a choice relates to a girl, stats or the game the Eternals are playing.
Maybe a better format for the game would be initially a sandbox with repeating days and as many interactions as the player wants. During this phase, the player can learn about each of the girls understand the regular world and how school works, maybe build some initial stat and relationship points to see that mechanic. Then, once some threshold or specific choice is made, the game as you currently envision it could start, with a clear deadline and set of events and goals. That way, the glimpses we see now will have a context and the choices we make are at least somewhat understood. Adding in hints about what's needed for an event would be even better.
Good luck!