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The loop is timing rather than choice. You are looking for moments when attention is elsewhere and acting in them, which makes it closer to a stealth game than to a conversation — the failure state is being noticed doing something you would rather not be seen doing. That framing explains why it plays as a series of small windows rather than as a story with branches.
It belongs to a tradition worth naming: the flash-era dating minigame, which ran on exaggerated situations and slapstick failure rather than on anything resembling romance. These games were never sincere, and reading them as sincere is what makes them seem strange. The joke is that Lucas is transparently obvious and the game is about how badly that goes.
Cosy and Casual are the categories, and both fit — one drag covers everything, nothing is timed harshly, and failing simply means trying the moment again. It is a five-minute game rather than a session, and it is honest about that. Judged as something to fill a short gap it works; judged as a story it does not have one.