I couldn't figure out why this game felt so short, even for its size, so I poked around the archives and script...... and realized:
Hey note to dev, if you make a major variable that determines a bulk of the content, don't give 1 stat boosting choice (increases by 1), then 5 stat decreasing choices (each by 1 as well), meaning picking the increase and any of the arbitrary 5 will cut off a major portion of the content.
This is just idiocy, why would you set it up like this? Yes, decisions should matter, but a player picking responses at random shouldn't have a 1.56% CHANCE OF SUCCESS, unless the prompts are obvious "tell her to fuck off you're not interested" vs "Tell her you love her". No, here its innocuous things like reacting at work or do you go further with a girl. Worse, sometimes the go further IS the correct response, there's literally no way to know without trial and error or looking at the code.