My my my, what to say about this game. I mean, I can't say this is bad, because it isn't, but I wouldn't want to call it good either.
In short: It's been mentioned before, but the storyline seems lacking. It's okay if you figure the game out well, but it could use some polishing. Second point is the mechanics on which this game runs, which aren't properly explained, especially what the upsides and downsides of certain things are.
In long:
Well, let's start with the good stuff, which is the art and the fluidness of the game itself. It runs without errors and looks overall well polished, besides the plain text in the textboxes sometimes. The music is nice, it doesn't get overwhelming, it could run all day long without you noticing, but it does add to the mood.
The okay stuff is the storyline. It has some depth, it has some meaning, but there is little real depth to be found. It's, as mentioned before, quite generic and really just doesn't make you feel connected with the characters. Some better storylines would fix this (perhaps make a more in-depth sketch of the characters background?) and somewhat more forced conversation, randomizing events, but that's threading onto the next point already a little.
The bad stuff, is the ingame mechanics you're able to play with. You miss a general feeling of choice, of possibilities. The reason this is so is because you linked all possible events to just a few buttons and didn't make progress immediately very clear with those few buttons.
For example, the gift button does increase the stat of a girl, but you don't get a direct prompt of that. A simple *Relationship increased!* pop-up would already make that better. (A pop-up in the trend of the confirmation screen of ending the day, not another textbox on the bottom.)
Or, to name another example, you have to choose between spending money on eating so you can study more, or money on gifts to level your relationship, but there seems to be no value in leveling your studies since there is no clear benefit for it (you haven't got a single place to see that stat, you can't say what negative consequences it has when you don't study, etc). I only did studies because I couldn't do anything else with my "stamina", and there wasn't any negative effect upon depleting all my stamina either. That made the game feel very bland and not truly as if my choices mattered.
Combining all that made the game feel like a grindfest, which in general is the least enjoyable part of any game. Click study as much as possible, then gift as much as possible, chat if I feel like it to see what chats I unlocked (sadly you skip some if you gift twice in a row, hint hint) then end the day. Rinse and repeat until one girl is full, click on stats, click on the heart, start over.
Now to counter my comments, you could say "But you should try finishing the whole game, you're missing much content!" or "Well, I don't want to become another generic sim-game...".
So, let's look at that first argument. If I somehow feel motivated not to play the whole game, that means you put the accent of things too much on certain aspects of the game that are easy to finish. You can't force someone to play a whole game if they're only interested in the beginning part, so, you should look into what is wrong with playing this game for longer than necessary to get a quick ending (hint: read everything above).
Now what about the second argument? Well, fair point! I completely understand you do not want to be "another" sim-game, and that's a really good attitude to have! That's what causes creative things to happen. But I don't feel you have to go into that direction AT ALL to get a better game out of this. You can add silly random elements from other genres, to name a few, get into a fight if you don't gift a girl for long enough, taking a rpg-esk style in. Or, add some silly simple skillgames to make studying, gifting, eating or perhaps even sleeping harder! Small things to come up with that improve the quality a lot.
Now, this has been a long rant, but I think this covered most (but not all) of the flaws and possible improvements to make. I hope this helps you out and helps you grow as a developer. Don't give up!
And P.S: You can't tell people in the "Author Comments" to read the instructions before playing a game. 90% of people skip it, and 5% more ignore your request. Just put the tutorial at the start of the game and add a skip button for the impatient ones.
Kind regards, Distractionz