Just tried it out, and I find this game to be a bit of a mixed bag. The novelty of it is nice and I'm good with the graphic style, but the player just doesn't have any sort of control over any aspect of the game and the board is lacking visual cues.
Visual cues: Okay, yes, "green square" = work, and other colors each designate something. But rather than limit it to only a color, consider doing like any actual board game does and add some pictures (icons of some sort). A $ on the green squares, a dumbbell on the gym, etc.
Control: it seems to me a playthrough is going to live or die on working. Either a player makes enough and does everything they land on... no gameplay/choices at all, or they don't make enough and most of the board/activities just get skipped time and again. Neither of these options result in a great playing experience.
a) Maybe get rid of the job squares altogether. Every time the girl rounds a corner (or every 2nd or 3rd roll, etc), she spends a day at work, then does the square she lands on.
b) Keep the work squares, but have them be her secondary job and she earns a pre-set income weekly and the squares are bonus.
c) Combine A & B, she works when she passes a corner, but then gets random unique job opportunities on job squares that show up on the board (i.e. she's working as a waitress on the corners and then hands out fliers for "B")
d) There are no job squares, nor are there pre-defined times of work. Instead, every single time the girl advances on the board the player has the choice like now... land on gym: Go, Don't Go -> instead turn that into -> Go, Do Nothing, Work (That way players never go around the board doing nothing over and over. Something can be done on every roll and the player has choices that influence the game more than being solely at the hands of the RNG.) Even if you are worried about abuse of work (although right now excess money doesn't seem to have value, so it would only potentially matter as new mechanics are added) you can certainly make "success at working" not guaranteed/limit total work count per week/or some other limitation.
e) Keep the board and work squares as is, but change the cost mechanic. Make it so that gym, drama, etc costs are not taken from the work income. Instead make the money go strictly to bonus items or upgrades (i.e. purchasable outfits that the player can buy in between weeks or other personal items; or upgrades like... the girl starts out jogging for exercise. Collect enough money and want to spend it on working out; upgrade the exercise square from jogging to gym membership; upgrade again to personal trainer. Upgrade from home-styling to local hair salon to well-known stylist to personal makeup team.) If a player doesn't manage to land on work squares, they still get to do events. They just don't manage to upgrade the tiers.
f) Or make the board start out 50% work squares or some other large amount. While she earns little and needs to work lots of days, make it so she will land on those work days and simply have very little time for other activities. As the game progresses reduce the work squares.
g) Make some squares combo-squares. i.e. maybe drama is a full-day class, but work/gym is a combo day. Or salon is a choice... go to salon/spa and get looks raised to max OR work half-day and get touchups at the salon for gain of half-max. (Or make it so that it isn't a player choice, but 2 of the salon spaces are split days and 2 of the salon spaces are full salon days)
Those are some thoughts anyway. The icons (or a visible legend) to better identify the squares I do feel like would improve the game either way. But I'll grant that current game mechanics really make identifying them mostly irrelevant. The re-roll doesn't really give the player enough control for it to matter. The player simply lands on whatever square they land on. Whether the player can name where a square will take them or not, they just don't have the ability to change it either way.