Hey I love the idea. I think it's great.
Going to be REAL tough with marketing, you may need a fairly big initial budget to really kick it off, as you need users to make it work, and getting the first couple of thousands of active installs is the toughest to push through. Before you do that, I'd focus on presentation (app store listings, app design). The UI is rough around the edges, and the presentation seems to be fairly serious, despite the nice website. Maybe the seriousness just doesn't appeal to me personally, as I'm a sucker for quirky or Dbrand-style marketing.
The description could be improved to make it more catchy/intriguing while still throwing some good ASO/long tail keywords in. Regardless, once you're truly happy with what you see on the store listing and confident that people coming in will be tempted to install it (and that the app works), spread the word as much as you can and see if it sticks. That's what I'd do.
I think the idea is great, I just know how tough it is when you really believe in your app but it's not getting downloads, and presentation and having the initial influx of new users, even if you had to spend money to get them on board, is the most critical thing imho. Then it either sticks or it doesn't. I made around 20 rather crappy Android apps back in the day when it was much easier to get organic traffic in, meaning presentation and ASO were everything (and you could still launch something without spending money on promotion). They are still incredibly important, especially since there are thousands of new apps uploaded to the app stores each day that you are competing with, and a lot of established ones that are higher in the search results for most popular searches imaginable. You want to make sure that if someone somehow lands on your store page, that they are tempted to install it.
I could literally change the first screen grab to something I thought wouldn't work and get twice as many installs. I ended up making sure the first one or two screens represent a colorized highlight of how using the app could feel like in one or two pictures - the absolute highlight of the best case scenario of your vision of the coolest menu within the app. Kind of like Google tries to sell you their phones by showing you screen grabs of the messages menu populated with nice recent messages received from attractive and interesting-looking people fighting for your time to hang out with them. Then the first two or three sentences of the description have to be killer, and still ASO-friendly. I was first competing for long tail keywords, then worked my way up to less ridiculous ones once I could rank high enough for those (I used App Annie to gauge that).
For social apps, initial timing is critical. Fly under the radar, and once presentation is great and there aren't any obvious technical issues, get a large influx of users very quickly while communicating that it is just the first launch before you start getting negative reviews (which are inevitable if users feel like it's abandoned and there's nobody to interact with), as they will tank the app. Getting initial users might cost you, but hey, I don't think there's a way around it.
In my case there was still a LOT of randomness to which apps ended up being semi-successful - those I spent the most time on actually failed miserably (so my younger self slapped annoying ads to make my time investment feel worthwhile and pay for itself, or at least the coffees I drank making them). Then I made an app about potatoes and it got over 1M downloads over the years, and that took me a day or two to make using Twine, MS Paint and some free-to-use-for-commercial-purposes images that I massacred using said MS Paint.