Before coding a VN with its branching timelines and triggers, it was important to break down the script into a visual flow chart. This makes it easier to know foundationally where change scenes, place forks in scenes, load animated segments and etc.
In general, visual novels are a lot of asset work and foundational planning. I'd argue there is significantly more work done in these areas for this VN than our prior 2 games (PinBall Breaker DX and Greedy Goblins). That's the trade off for decreasing the gameplay coding complexity, art and planning challenges.
Mind you everyone has different current skill levels, as well as natural affinities to components that go in making games - and specific projects and genres call for a different blend. If you want to try making a game and you have film making, animation or comic making skills, a VN is not a bad first game project. However, have zero entertainment/art background I'd go as far to say you'd be better off making something closer to Flappy Bird.