I can definitely see the inspiration, it's pretty straightforward.
There's not much to comment on gameplay since you didn't iterate so much on the formula. But if the gameplay's not much then at least you have the story going on okay. You seem to have followed ENReco Ch. 2 well enough though to make your references, so you're all good on that front. And seeing the events of Ch. 2 from the perspective of the Princess while still fulfilling her administrative duties is somewhat interesting.
The only major flaw I found is an exploit where after you make a decision, before the person leaves you can keep spamming the Y or N buttons to further increase or decrease the Money, Happiness, and even Love/Angst meter. This can be especially useful if a player runs short on one resource where they can time the proper scenario and just re-accumulate what they lost from it. I do know that if the player accumulates too much of a resource then the game ends (as it was in the game this was inspired from), but again, with the right scenario the player can just manage that carefully.
Oh, and since I brought that up, you mention in the intro that going to 0 in either resource leads to a game over, but you didn't mention that if you go over some limit that it also triggers a game over. I think a player should be informed of that too so they realise they have to tank some of their points and balance it within a certain range for 15 days.
If I had more time, I definitely would have liked to try and make it to day 15 and see where the Love/Angst meter leads. I might revisit this at a later time, but at least for now these are my thoughts.
Nice idea, and congrats on the submission!