I've thought about it and maybe it's not a matter of pacing or that much writing. Honestly the sense of humor matches with mine so much I literally chuckled a few times. (Can't upload images but the scene where the guy goes from "Annoying Asshole" to "Embarrassed Asshole" to "Cucked Asshole". As well as the interrogation/psych class scene)
Also the way you aren't really informed of all the small details imitates real life when you first meet new people and integrate into a social group. You're not gonna know who the hell Chubbo is and you don't need to know. It's not going to be stated that Alyssa, Athena, and Jordan live together and how they can afford that huge house.
This dev is really good at capturing the high points of a scene but it's more like a momentary flash and then it's quickly onto the next scene.
The major focal point is there but some details could help fill it out that help establish the set up and conclusion of a scene but also provides readers more context through showing and not telling. Visual novels can really take advantage of that since you have images to accompany the story. It may not be what's intended but it makes the story feel richer.
- Literal slideshow transitions to indicate a scene change but you know ... it's not needed for everything and doesn't help all that much.
- Expressions on faces to indicate surprise at a development that wasn't shown before that the reader can use to better infer things.
- I see it sometimes but a little more narrative exposition or just exposition from the MC or other characters. To either mark down where we are timeline wise or give a little background on other characters. The MC may have been hanging out with these people for a few weeks or a couple months by the end and he may know everything he needs to know but the reader doesn't. Things that seem obvious if the reader's not an idiot and knows how to infer things but could also "frame" things better to create a feeling of stability.
- Obvious foreshadowing to create a link from the girl on the phone to Alyssa who we meet for the first time. Again, if the reader's not an idiot anyone could tell that they're the same person but the brief scene on the train made it seem insignificant or that we'd get a "Oh shit, that's the girl" type of inner monologue.
Those are just some things but it's those subtle things that I appreciate from other VNs. It's not something that needs that much more writing (a few more sentences here and there, not an essay) but it's more of an eye for arranging things, framing them more elaborately. Basically, making it feel "longer" without writing that much more. Letting the player naturally fill in the blanks instead of forcing them to do so.
Of course, for every person like me who wants to see those details and some more exposition there will be someone else who says "he's padding the story!" or "just let the fucking player infer things!". Plus, I'm just a random idiot who's never made a game or wrote a book and just sharing a few of my observations from other VNs I've played. So this is just some food for thought. If you can somehow make sense of my ramblings then that's cool. Either way, you're doing great.
ALSO, gotta emphasize this. I'm not trying to lecture anyone on anything and I'm also not saying that this is the key or what other people who had concerns about pacing will agree with. I'm speaking for myself on what I've observed and what I think are aspects that could help without necessarily having to figure out how to write things in a certain way. More or less trying to open a discussion on the balance between "too wordy" and "not enough words" or subtle techniques devs do to make a scene feel more full or alive.