Man, I hate to be critical of a free product, but this thing is not a game, it's not a visual novel and it's not a simulator.
I see that you've had the same strong criticisms from the very beginning about how frustrating this is to play, but you don't really react to it. Would it make a difference if I repeated the same points?
Maybe.
-The controls feel designed to constrain player freedom. There's no "back" button in any menu, no way to rollback a decision or click, no way to fast-forward repetitive screens, no way to end the peeking 'cutscenes', no way to skip ahead to the weekend, no way to end the weekend when there's literally nothing to do, no way to quickly save and load games.
-Every game mechanic lacks clarity. There's no way to tell what she'll be interested in at any given moment, it's not clear if there's even an underlying logic or sheer randomness, the different money-making options are outrageously obtuse, there's no estimation of how likely any given action is to succeed or fail, no indication of whether chances can be improved, no indication whatsoever of how when and where to see any new scenes, it's very hard to tell how much energy any action costs, how much is replenished by drinking each drink, how much is replenished by sleeping or if it makes a difference how early you go to bed...
-The grind is unbearable. It takes hundreds if not thousands of clicks to get the "attraction" meter up to 0. The UI needs a massive rework, and I don't see it happening unless you decide to burn it all one day and begin from scratch.
-There's no narrative. The sister character exists as a series of menus and parameters, with very few lines of dialogue. If the gameplay itself was fun and the rewards... existed, then this would be very forgivable. But since it's not really the case, I feel like this is all very pointless. I might be willing to spend a bunch of time and effort to slowly court and romance a real woman, but not a blow-doll, you know what I mean?
-The cryptobro aesthetic is... cringe. My dude, that community is already strongly suspected by outsiders to be riddled with full-blown PDF files awaiting their chance. I doubt they'll appreciate the association, specially after the whole "mental maturity should be enough" debacle. It seems like a critical lack of self-awareness. If a developer proudly signalled their catholic faith in their game about a priest that r***s children in an Irish boarding school, it would look just as bad.
-The branding. The fact that you describe your game as "will never contain r***" like the least ambitious moral grandstanding in history, but you can assault the girl in her sleep and cum on her within the first week, it makes me wonder how much you understand or care how consent works or why it matters. There's some really fucked up games on this site, but this is the first time that I find the developer creepy.
All in all, it seems like a first project for learning how to make games. That's great! Well, the only useful advice I can give you is that your coding skills are not the main issue here. Understanding player feedback and reacting accordingly (specially when everybody has the same complaints) is gonna make your games much better than slightly optimizing the code. NFT games are notorious for being extremely boring to play, despite everybody involved being relatively tech-savvy. You have a chance to be the first cryptobro to make a game that someone might play for fun, but for that you need to be open-minded and learn from criticisms. Good luck!