There are a lot of things to like about this game, especially
1. The female (and male, sans the absurd mutant penis syndrome) character avatars. They are attractive when they are supposed to be, and different from one another. You never have the problem of trying to remember who this character is.
2. Attractive and appropriate backgrounds. They are mostly static, but they give a good feel for the areas they are supposed to represent, and there are variations on many of them (like the bus stops) so you have the feel of a living world.
3. An interface that is intuitive but not intrusive. I don't recall ever having to try to think of how I was going to do what I wanted to do. A good blend of point-and-click and click-on-icon.
The problem with all of these good things is that they are deployed in the service of a story that is very unclear and a game play that is boring. The player feels like a mouse in a maze, trying to unlock the next mysterious threshold that will make the next "wait for story" event to unfold. What causes those to unfold isn't clear, so the player never knows if they are making progress or treading water. Quest log hints are uselessly vague.
None of the NPCs are fleshed out at all. 99.9% of the player's intereactions with NPCs will give the player only the choice to "come back later." A few have a few vague hints of backstory (and one, the band leader, has a very-well-fleshed out backstory) and it doesn't seem like the main character is relating to real people, but just puppets spouting lines once some threshold has been reached, after which they are "come back another time."
I'd rail against the absurd mutant penises, but what's the point? Compared to the bland gameplay and frustrating "quest" system, mutant penises just don't register.
I remember the developer's Bright Future QSP game with some nostalgia. It never went anywhere, but the player always had a goal and could plan how to meet it. In this game, the player is blundering around blind, just hoping to get a threshold stat or repeat an action enough times to get something to change and some progress to be evinced. The vast majority of the time, the player will be disappointed, and they won't know why.
If I were writing a game like this, I'd have a LOT more internal dialogue for the MC and a lot more (even if random) dialogue for the NPCs. I'd have a story that was slowly unfolding in front of the MC so that she would have a sense that, while she felt her own situation most keenly, there were other people feeling theirs just as keenly, and maybe she could do something about that. I think that it's probably too late to do that for this game, though, so I will just wish the developer good luck, thank him or her for BF, and move on.