my 2 cents on the gameplay of the demo so far :
I kinda like the idea of going with more complex game mechanics than the original one, but still pretty similar (leveling up stats based on activities), and some new mechanics are pretty good, like the "daily bonus" which incitates you to do specific new things each day.
But the issue I have with such a "complex" systems is that it borrow a lot from rpg-grinding, which is not bad in itself, but... the game let's you talk/level-up ANY character in any order, with no limit of time, no limit of day, no limit of character, no limit of relations, no limit of stamina... I understand the concept of putting no barrier in front of the player to make him feel more "free" of his own choice, but is it REALLY a good thing for a game with grinding, and mechanics that incitate you to do certain things in a certain way ?
I think people are gonna dislike what i'm about to say, but i genuinely believe the game would be better and more interesting to play with MORE players restrictions. Exemple : having a limited set of days to do things ofr example, or an "action point system" that would represents the hero's energy and willingness to do stuff, like motivation or something, which of course would not be unlimited, this would make the player think more carefully of how he's gonna spend his day and with whom, instead of just CLICKING CLICKING CLICKING everywhere to boost stats as fast as he can, (which is pretty much the "mindless grinding" i've seen people complain about here)
The "homework" mechanic is a very good concept in that regard ! it's a "barrier" for the player because it obliges him to finish the work before a certain date, otherwise he gets a malus. That's a pretty cool way to do things ! and at the end of the day (of the week rather) it's more rewarding ! and this is a good example of a "restriction" for the playter, but somehow seeing Mrs Bonheur congratulating you for overcoming that little "player restriction" feels better and more immersive than most of the other activities which are overcomed by grinding-only with no limits, cause you feel like you overcame a task for real (alright, it's not the hardest thing in the world to click 3 times on "do homework" before next monday ahahah but the mechanic itself feels good, cause you managed to make an objective which had a time-restriction, it's more gratifying)
To push this logic a little bit further : I know it sounds "bad" at first, but bear with me; wouldn't it be good considering your current game mechanics to oblige the players to make "choices" during his playthrough ? Like an actual rpg-experience with choices and "sacrifices" (concessions rather). I think it's more rewarding this way, cause in a way you "earned" the affection of the character you aimed for (at the detriment of other) + it's more credible to an extent to have a limited amount of lover rather than instantly seducing 16 girls at the same time + it can even add replayability, doing different things on different runs. create different scenarios for each run etc.
Having to make "restricted choices" would actually make your game mechanics more fluent and better integrated i think. Like the daily bonus for example. Right now, it's a "fun" idea but it's pretty useless considering you can just spam the days with no limit... it's basically something that spares you a few seconds cause you're gonna get 2 points instead of 1, but in the end it's just an economy of time ( a few seconds) cause you're gonna make in 1 day what you would normally have done in 2, but once you start to understand the "rythm" of the game, it's just a matter of seconds to do those 2 days-in-a-row, wether having a "day limit" for example (or something like that) would make the player more considerate of his actions and daily bonuses could have a real impact on the progression, cause it would have to be used wisely in order to level-up your relationships and stats correctly.
TL;DR : personal opinion : too much freedom is... not necessarily good. Sometimes pleasure and immersion comes with the price of limiting the player in his actions. Game restrictions sound boring at first i know, but they can add a little spice that too-much-freedom can't