I take note of those very instructive feedback.
Being a rpg player as well, I also realize the tedious side of traveling between the hotel, working at the police station or going to see Lucius.
In my defense: moving from one place to another also allows me to prepare for random events, like the one where Aline gets groped while getting in the cab or meeting the groper in the subway to go to the police station.
If you had a menu, these elements would be difficult to set up.
I think the solution to this problem is actually not to break the flow of the game by improving the quality of life rather than putting up barriers. So I need to think now about teleporting from one area to another (rather than waiting too far into the game) and implement variable related mechanics without waiting.
Ideally the following (not exhaustive):
Be able to spend a day and switch to evening/night mode
Be able to go directly to downtown
Be able to be directly dressed as a police officer in front of the task board
I could create a kind of portal in the Hotel, in the room when the free mode opens, with the recommendation to explore the world to unlock events. This way, the routine of certain tasks and their automatization would be more pleasant.
The difficulty is the balance between this free mode and the interlocking story elements because in my mind, random events can influence the long run and the player can miss things.
For corruption, I don't quite get it...Aline behaves differently depending on who she is with but her overall corruption evolves with the Phantasm software that the player unlocks. It may be a weak point but it's also a less classical and linear corruption than in other games.
I try to keep a main line with her "natural traits" that reveal who she really is. Those same traits that you like, are actually at the heart of the story and reinforce the gameplay.
EDIT : For corruption, Aline's very varied moods can also be explained by a cyberpunk side of Hacking her mind...something that breaks down and makes her open up to her repressed lustful side for a moment...only to close down again.
That's kind of the intention I wanted to convey with Phantasm and its sometimes strong reactions, but what I have in my mind is not necessarily well understood by the player. The story will explain this later, as it did with Leridia.
I'm confident about the long term and the balancing, both in terms of the corruption mechanics and the dialogues as well, which I'll work on as I'm doing on Leridia right now.
ps : on a side note, Dr.Lucius's game has been thought for the whole game as a side task you would like to do from time to time between mission. Because there're not many missions to do now with early content, you're tempted to grind it.