I hate to say this, but personally, I saw this coming.
Harem type games like this, are notoriously difficult to complete. At first, from the developer's point of view, it's easy. You create a general story, and then can introduce various characters along the way that expand on the story, and generally work toward a common ending that brings all the character stories together.
Where things start being difficult is two fold. First, how many characters you introduce to the story, and the method you have of unlocking or progressing the story, introducing each of the events as they come along.
The easiest method, if your overall story is robust enough, is just to introduce characters and not have interactions locked behind a "grind wall". Kinda like how Crimson High does things. There's no prerequisites to that story, no point requirement (love/attraction) for each character to be introduced. The story flows, and each character that's introduced, meshes well with the story.
Even if you use a system where players need to reach a certain point goal to unlock a scene with certain points levels being required to see special "events" with the characters in the Harem, that's not going to be overly taxing on players; so long as all that's required is meeting that specific point goal for the one character. For all its faults, Lessons In Love generally follows that system, without requiring "outside" requirements as well. Meaning the interaction in question, though it may involve 2 or more characters, doesn't require the player to have more than one of the characters at the required level to unlock those scenes.
When I first saw this game here, three short years ago, I could already see problems developing with it. The game seemed to parallel Lessons in Love in style, and to some degree story. However, the developer included with the game, a new "take" on the established way of doing things. (to be fair innovation in game development is not always a bad thing) While a point requirement existed for each of the characters as was seen in other games, the developer introduced something that made it very difficult for the player to progress. Specifically, the requirement of having more than 2 characters at the same general level to unlock a given event. This resulted in players needing to keep a tab open with the wiki, or a walkthrough open, so they would know exactly who to visit and when, in order to see new events. Without that, the player could expect to be repeating the same rotating cycle with the characters, in the hopes of seeing something new. With games like this, that being "visit, sleep, repeat".