This was so cute! Very lovely style, and the idea was nice. The music was very minimal, and it fit the style well. I played through all three branches.
It seemed to me, though, that no matter what option I picked, he loved the gift anyways? (Like, I bought him a dress???) Which was a shame, and felt like it put the memory sequences to waste. I would have loved to see a flow that required the reader to pay attention and remember, something like phone wishlist -> memories -> choose what type of store -> pick an item correctly based on what was said in the memory.
There was also a clear difficulty curve when it came to the bookstore- other users have said that some feedback regarding what we can click would help a lot (and I agree). If the above system was implemented, I think the flow would be nice in progressive stages, i.e. 3 consecutive years, so that way users experience all the paths, (and the bookstore could potentially be last, being the most difficult since all items look the same and none are labeled in the ending inventory)
I also encountered a bug in the game store where I got all the items, but there was a slot unfilled and it wouldn't proceed? It progressed when I reclicked on one of the items though.
Also the space bar was a bit awkward, considering the entirety of the game uses the mouse, and the dialogue continues sentence by sentence just fine with clicking. I'd look into a way to make the entire experience click-based.
You said you overscoped, so if anything I said was already on your mind, sorry for rehashing! I think you did an amazing job in spite of that! You did a lot of full art on top of the coding in such a short period of time, it's very impressive, and the result came out sweet!