First, the model work is actually good looking. Some creative choices aside there's a lot of good looking qualities here. Unfortunately there's a lot to be desired for navigation and the fact that choices mean nothing. Navigation feels pointless when 90% of the time the MC has no choice but to go to the next location. So remove the middleman and just got to the next scene. We shouldn't have to click a button in the elevator or to take a break, shower, eat, etc. Next the stat system feels meaningless when it comes to choices. Alpha, beta, etc. serve no purpose other than creating a number system to unlock dialog which should already unlock based on relationship statuses and feel more organic to how you respond in conversation. Additionally they make no difference in how your character reacts to specific situations. This would be fine if it were a simple click to the next scene VN, but the added implication of these stats should have greater impact on the story. They simply don't. It's like playing a rail shooter and when asked if you want to go right or left, you choose left but it goes right regardless because left was never an actual option. And while you may be saying. "the stats will come into play later with the story." I ask, how is your character more of an alpha in stats when he's literally kissing his boss' feet? This should have been a scene with multiple outcomes based on how your character has been acting to begin with. A moment to turn the tables on a previously dominating character. Why aren't their choices to piss this person off entirely as an option? Look, I get it. It's limited to the paths the dev has predetermined, but if that's the case then it shouldn't have treats attributed to being character defining as a main mechanic.
My suggestion, change the names of the Alpha and Beta or have stats be relationship specific. Like having the MC have complete different set of stats for each relationship, i.e. being more submissive to his boss vs being more dominate with his sisters, etc. This would give more validity to those treats and force the player/reader to really think of how to reply with each relationship the MC establishes. For example: let's say the only way to get through to the boss is by being more submissive to start with and if you act too much of an Alpha she cuts you off and that story arch gets locked off. There are plenty of VNs that accomplish this exact same thing simply with dialog choices leading to specific events, but it seems pretty evident that a more dynamic story isn't the goal of this VN so I'm out for this one.