I like the comic style, UIs tend to be too clean and too monotone these days so it's nice to see projects going back to stylized interfaces. Of course that's just my subjective opinion.
You could maybe jumble around the positioning of elements a bit, HUDs or UIs such as this always should get you pay attention to the most important sections at the first glance. I don't have any specific pointers but I'd recommend to try out a
You must be registered to see the links
and see if you can improve on that point with iteration and mix-n-match ideas.
I like the colour composition in your example image. I wouldn't change too much about that.
Renpy is certainly a viable option. Python is quite beginner friendly, and you will have to get at least a little bit into scripting to get these management mechanics in. Other options would have you create everything from scratch while Renpy gives you at least its VN mechanics to jumpstart from there. (I mean, if you were to use an engine like Unity for example, you'd have create dialogue systems first and how to stage scene data etc...) I never worked with Renpy in a meaningful way but even then I know there are quite a lot of resources for you from other developers to copy or learn from for the kind of things you want to do.
For me that depends on what kind of tags you are planning (maybe kinda important to think about as early as possible), but in general it sounds interesting. You shouldn't lean too heavily on the memes like Wojaks though, as it can make the experience look like a somewhat "cheap" parody that doesn't have much meat to its bones. Again, just my subjective POV though.
For advertising it, I would first try to go for a proof-of-concept, try to give the players of your first version a good glimpse on what you plan to do, doesn't have to have all the mechanics already in 100% but a decent chunk of it. As you are planning a management type game you should focus on systems over content first, implement your systems with only a bit of example content first and then go from there for the next releases. Try to go for a solid hour of playtime for the first release.
Once you have a little bit WIP to show off that you're proud of, consider opening a dev thread in the
Programming, Development & Art section of the forum here. When you gather a little bit of engagement consider additionally going for your own little community corner like a discord server for example, those first few "zealots" (negative word I know but it often is what it is and I don't mean anything bad by it) are important in solidifying a following. If people see a dev that is engaging with players, communicates the development process often and updates the game at least a few times a year, you will already have a decent leg to stand on and puts you above at least 70% of DOA projects on here.
Godspeed!