Hi, I'm using another account to reply because my messages have been awaiting moderation for two days.
I completely understand your concerns, as I've experienced similar frustrations with forced route restrictions myself. That's actually one of the reasons I'm creating this game, to offer players maximum choice while maintaining narrative realism.
My primary goal is to recreate the uninhibited atmosphere of university life, the classes, parties, fraternities, sororities, new friendships, and intimate relationships. I want to capture that genuine college experience where you're navigating multiple social circles and connections simultaneously.
Let me be clear: with the number of characters in this game, forcing players to commit to a single romantic interest for the entire experience would be poor design. That's not the direction I'm taking.
The game features main characters with deeper, more complex storylines and relationships, alongside secondary characters with whom you can develop friendships or casual relationships. You have full agency to decline routes with characters that don't interest you - that's entirely your decision.
Critically, pursuing a relationship with one character does not close off opportunities with others.
My goal is to provide meaningful choices that respect how you want to play. If you prefer to maintain multiple relationships, the game accommodates that approach. You won't encounter arbitrary forced commitment decisions simply because you've developed a connection with someone.
To directly answer your question: No, this is not like Being a DIK in that regard. You won't be forced into an exclusive choice before reaching the conclusion of the game. The design philosophy prioritizes player agency and freedom of choice throughout.