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I think the game does it well, still - it uses the dance to show off who your competition is, and the NPCs say "Sorry, maybe next year?" to signify that if you keep befriending them, you've got a chance.
I'm not opposed to them lowering it by a heart, though, either. It's what, 4 hearts to dance? Lowering it to 3 would be more doable for a newer player, if they really tried.
As I've said before my complaint isn't so much the rejection mechaninic itself. It honestly created one of the most memorable and emotionally ressonant gaming moments I've experienced in the last decade, but the way it's presented can make further pursuit of a particular NPC thereafter seem almost sociopathic.
The girl that I had been chatting up and giving gifts said no, then the next girl said no, and so on. When I worked my way through everyone's rejections (some not so polite), the game made me watch everyone else pair up and dance.
The game shouldn't build it up, as if the player will simply choose a dance partner. That would be a pretty good time to explain how the friendship heart meter works.
As someone trying to play SV without using the online resources, I keep getting stuck with the game talking about concepts that are inaccessible. That has taken away from the experience, and I reluctantly had to check online to find out how to do cooking and how to bait a crabpot.