Likewise, appreciated!
Indeed I had a cursory glance on first few pages here to get 'feeling' on the game, that did resonate with me.
A world of self-exploration and curiosity towards others
and cute girls, too.
As for bonds and asserting oneself, common theme in games peddling the idea of 'successful' boiling down to being outgoing horndog, leaning more to fantasy/escapism than reality; rejection is either a bad end or segway to hook up with somebody else. Understadable yet frustrating.
In contrast, notion of finding wonder in mundane, appreciating small things in life, whether by design or consequence, is intriguing to me. Such details in world-building are really immersive, imo.
With premise of new teacher in new school, having an option for introduction/guide to the world, outside of student body, could strike a balance between game and story; leaving impactful interactions (or lack thereof) to player's hands. Or, just hints and cues will suffice, too.
I'm not your mom.
As per school setting, scoping out range of interactions between students, classes, staff and 3rd party is something you can leverage from.
There're lot of games with overlapping themes, no shame in 'inspiring' from them. And again, thanks for
listening (reading?) and good luck!