-There's a man in the area to the left of the mansion (I believe) who will crash the game if you talk to him.
-The red flowers in town are set to above instead of below the player. There were also a lot of typos and other small issues, so this game needs a few more test plays.
-I wasn't able to get with any of the girls. I might have been missing something, but I talked to them every day and did what they asked, but I couldn't find Isabella and Erica on the fourth day, and Celianna would kick me out even though I had her letter (and her favorite food).
-There were lots of small weird things, like Isabella disappearing after I talked to her or Celianna needing to be talked to twice in one instance before she would say anything. Again, I think there just needs to be some heavy playtesting.
-The lighting seems really odd in the town. It was always night, but then at the beach it looks like it's noon. It just needs to be consistent.
-While the town looks pretty great, it seems way too big. There are a lot of NPCs that just say short one-liners. While they do make the town lived in, they're not really providing any interesting exchanges for the player. For this type of game, your goal should be to make everyone really charming. Try to scale down your village so that you can focus on 10 or so unique individuals that are fully realized instead of having an enormous cast of forgettable characters.
-You should especially focus on the important NPCs, like the girls/guys you can date. They each had distinct personalities, but you really only spend a little bit of time with each of them, so you don't get to know them beyond the basic cliches they represent--hard-working girl-next-door, brash "masculine" woman, stuck-up rich girl with a heart of gold. Try to turn them into memorable, round characters--they're the focus of the game, so they should really be engaging to the player.
-A lot of the systems felt almost unnecessary considering the scope of the game. Basically, the player only needs 2000 gold to purchase the favorite dish from the restaurant, right? So, why is there a crafting system, foraging system, etc.--that money can be obtained incredibly quickly. Since this is a game about dating, maybe it would have functioned better as a dating sim. If you wanted to make a more general life sim, then maybe the goal should have been just to live your life how you want--like Harvest Moon tends to do.
-The "fall in love in five days" plot line feels a little juvenile to me. I think you could have spun it like a satire, but right now it seems halfway between being sincere and being a comedy. I feel like this game doesn't have a clear identity yet, and it just needs to be refined.
-The screaming sound effect was overused and a bit much in the first place.
Anyway, like I said, I think your game just needs a clearer sense of purpose that's reflected more in the mechanics. If you want to focus a game around dating, that's fine, but, if you do this, the dating candidates really need to be the focus of the writing, you need to scale back the town so that it all feeds into those dates, etc. Just keep the end goal in mind throughout every design decision.