I noticed the cartoonish drawings and immediately thought "I like them." For what it's worth, the protagonist's design reminds me of Garnet from
Steven Universe. Maybe it's the characters' hair...
The Kickstarter page currently states "Access interactive in-game texting and social media to communicate with and learn about your co-workers, even when you're apart, and share your scoop on the Chirp social network to see what the others have to say." Will this involve complex gameplay? In other words, will the player need to learn how and when to use fictional social media in order to achieve a positive ending?
Two things to consider:
1. I don't recommend using the term "dating simulation" unless
Two Scoops includes gameplay such as stat-building and time management. (There are just a couple hundred visual novels with
this VNDB tag, and only a few of them let the protagonist ask characters out on dates.) If your project is a story with a few choices, then I think the term would be misleading.
2. It's been just over a decade since
Girlish Love Revolution was first released. It's a video game in which the protagonist strives to lose weight and find a love interest. I do not think any localization company ever talked about creating an official English version. That said, I remember several bloggers flipping out over its premise between the years 2005 and 2010. If you search online, perhaps looking for the title
Otometeki Koi Kakumei Love Revo, then you might still find a couple of their rants. So... what can your team learn from this mostly forgotten game? What can you do to make your characters' conflicts seem appealing?