I agree with you that the dialogue is well above average - the writer obviously has some talent. But a good writer also knows when to reign it in. The exchanges between the main characters in the house just go on too long while also not saying a whole lot. These people haven't seen each other in ten years or more. But instead of talking about what's happened in their lives, what their current situation is, setting up a goal for the MC, all the basic storytelling stuff, we instead get quippy dialogue about nothing. Sure, it's well written, even entertaining at times. But it is ultimately just fluff. And fluff shouldn't be the bulk of your text.
There's a question a writer should ask themselves when writing a story - is there something more interesting happening elsewhere in your world? If the answer is yes, then why aren't you writing about that instead? Opening your game with hot heterochromatic psycho girl is a great hook. But going from that to cute characters saying cute things to each other for half an hour while nothing else happens is a let down, and kills the momentum of your opening moments. A lot of people are going to get bored halfway through the cooking scene with it's three whole renders and endless dialogue, and give up on this game. Which is a shame because there is potential here. And it's an easy fix. Just condense all the fluff down to a fraction of its current size and inject some actual characters goals and motivation in there instead. Focus less on the clever dialogue and more on keeping the story moving.